It works well and I will publish it when I reach top 100. But after some rather successful fights, I decided that I am skilled enough to just go to the safest spot in the circle, even if it’s not really safe and just defeat whoever comes to it.
That idea pushed me from #160 to #600 in 24 hours. However it netted me a revelation. Not just by dying constantly in fights I was absolutely sure I’ll win, but winning two that I had no business winning. PUBG is favoring the attacker extremely over the defender.
The first way is that movement barely decreases weapon accuracy and turning (which has infinite speed) doesn’t chance accuracy at all. Just test it at the starter island. Grab a gun and try to hit running players. Then try to hit standing players while you’re running. The difference will be extreme.
But that’s just the smaller problem. The bigger is the lazy netcode that makes it practically impossible for a not totally noob attacker to lose. To understand what it is, meet Adam and Betty. Adam is about to step forward, being unaware that Betty is around. He’ll look around when he’s at the grey circle. Betty is expecting Adam to go that path and aims at the grey circle :
Isn’t the system symmetrical? Why does it favors Adam? Theoretically it doesn’t. Betty’s client is just as aware of Adam’s location at the red circle as Adam’s about Betty at the green. But the players (unless cheating) don’t see each other from the wall. Since Betty is stationary, her old location info is still valid. Since Adam is moving, Betty constantly sees him 2x latency behind where he is. I guess the game has some motion prediction, so if Adam runs in a straight line, this isn’t that bad. But if Adam stands at the red and then suddenly steps forward, no prediction helps. The moment Adam steps to the grey circle, he’ll instantly see Betty, while Betty will only see him after Adam’s location info reaches the server and then the updated location reaches Betty’s client.
To be exact, the advantage is 2x the latency of Betty, Adams latency doesn’t matter (it increases the time till Betty sees him, but also increases the time his shot reaches the server), this is why Chinese hackers can cheat themselves up to the NA toplist. When WG-QUN-123456 with 1000ms latency steps to the grey circle, he instantly fires an autoaim shot. 1000ms later the server gets the info of both the movement and the shot and 60ms later Betty learns that WG-QUN-123456 is at the grey circle and that she is dead.
Besides complete rewrite of the netcode, there isn’t anything that the devs can do about that. They can mitigate the problem by seriously gimping movement, just like World of Tanks does (Movement instantly ruins gun accuracy and it regenerates slowly after stopping. Also, turning damages accuracy). But they won’t do that. Now I think this laziness helped a lot to make PUBG successful. Why? Because it gives a huge advantage to the mindlessly rushing idiots and make them feel winner: “omg he was waiting for me but i haz reflexes of a hawk and ownd hiz @ss lolol” (instead of “I fired my shot before his client rendered me for him”).
Does that mean “don’t play PUBG”? Far from it. I’ve reached top 200 just by good strategy, so I can get back my rating, just by being careful and not contesting. But there is more: knowing that sudden movement gives advantage, I can lay better traps and kill players. If I aim at a door to shoot him when he opens, I’ll die, because he sees me 2x latency before I see him. But if I stand by the door and jump into the doorway when I see it opening from the side, I win, because he will see an empty doorway (and his client knows that I’m in the room by the wall), while my client will see me jumped at the doorway and him standing in it. The game doesn’t favor the attacker in a moral sense, it favors the player who moved into the line of sight of the other first. It can be a trap-laying defender, who reacts to a door opening or footsteps.
PS: does anyone know how can one display FPS and latency in PUBG?