Nintendo
Inkster Jr.
- Joined
- Apr 24, 2015
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- 16
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- Gatoray
This might sound unimportant or irrelevant, but it actually could dictate the meta for aiming if we can understand what kind of netcode Nintendo uses for this game. For example, Team Fortress 2 is known for having client-side aiming, which means a player shoots what they see and that translates to damage on the victim's side later. Other game compensate for lag by waiting for the server to respond before updating the clients. This syncs the individual clients more accurately, but at the cost of a perceived delay in certain circumstances.
Has anyone figured out the mechanics behind the netcode?
Has anyone figured out the mechanics behind the netcode?