Earlier today, I was playing on my 40tps GameRanger server (Don't worry, I haven't given up on SWBF2 SWBFSpy at all. Playing on GR has made me realize how horrible the software really is.) with about 20-30 players on it, and I noticed that the hit registry was HORRIBLE. At times, I could run up behind a guy and shoot him in the back with a shotgun at point blank range, and it wouldn't do any damage at all. Those were extreme cases though. Most of the time, I would shoot a guy with a shotgun and it'd only do maybe 0-25% of his health per shot. And no, it's not lag. I had an 80-85ms ping and very smooth-looking player movements the entire time. I know this is bad hit registry because earlier, I was 1v1ing a guy on my server (only 2 players on it) and even at medium ranges, I could 1-shot him with the shotgun. I could even 1-shot him in the air when he was using the Dark Trooper!
My theory is that past maybe 5-10 players, the hit registry of a 40tps server starts to become worse than 30tps, which is obviously what it was designed to run at. Sure, 40tps is STABLE at way past 5-10 players, but I think the hit registry starts to drop off.
Before I compare 40tps to 30tps, and subject my players to even worse hit registry, I wanted you guys' opinions. Does this even make sense? Can a higher than supported tick rate such as 40tps actually cause worse hit registry at higher player counts? Or is this just the result of SWBF2's poor net-code?
My theory is that past maybe 5-10 players, the hit registry of a 40tps server starts to become worse than 30tps, which is obviously what it was designed to run at. Sure, 40tps is STABLE at way past 5-10 players, but I think the hit registry starts to drop off.
Before I compare 40tps to 30tps, and subject my players to even worse hit registry, I wanted you guys' opinions. Does this even make sense? Can a higher than supported tick rate such as 40tps actually cause worse hit registry at higher player counts? Or is this just the result of SWBF2's poor net-code?