I believe the invisible tanks issue is caused by that mechanic in both RB and Arcade, idk if they have fixed that in RB by now
The small arrows in the corner of the screen may be a proof of this when you aren’t looking directly at the enemy vehicle and it isn’t in the screen.
And more, Gaijin suffers to do something about cheating and needs a guy to leak all the source to do something, but, this is off-topic, I admit.
Not all of it, sorry…
There is a crew spotting mechanic and that shows a triangle on the edge of the screen when they see it.
I’ve had to explain this a lot over time to some people, and I’ve had randoms come in to tell me I’m wrong and making things up. It comes back to a formula based upon a few factors but the visibility percentage, and whether they fire, or move, all adds up to make them render or be spotted by the crew overall.
People keep ignoring that this is part of the reason for the rendering tanks, but it’s linked to this and the moving/firing spike in detection.
It’s not so much broken, it’s just not being seen through things such as brush, or the low detail map, where you can end up ‘in’ the ground, compared to the close rendered high detail one.
Fun fact, the visibility stat also affects it in RB for network culling (anti - wallhacking), hiding behind multiple layers of bush and fences. Smaller vehicles are more likely to not be rendered/culled out of your client’s information if they have low visibility stat and are partially behind something that may be obstructing. That’s where those stupid situations of invisible light wheeled vehicles behind two fences come from, it’s not only about markers in AB.
To avoid people like you.
More relaxing for me, and a different skillset, plus armor matters a bit more and viecles dont feel like snails.
Arcade visibility needs a lot of looking over imo, especially in regards to LT’s.
Visibility has no influence on the detection of tanks, as any tank with direct LOS (regardless of concealment) will be spotted.
It’s mainly a latency issue
It absolutely does, a low-visibility target means you need to look more directly into it for it to be spotted, while a high visibility one would be spotted in your peripherical view much sooner
Which has no bearing in RB, as the vehicles don’t have nametags?
And your comment has no bearing in this thread, because it is directed to arcade ground
I responded to a comment about RB spotting, clearing up speculation.
You decided to take my comment out of context, whine about how it’s “aN aRcAdE tHrEaD”, then get pissy and say that I have reading issues when pointed out that you’re wrong.
Considering its common for cheaters to shoot someone from across the map thru an entire forest, that probably isn’t true, or the hacks are tapping into a “global server telemetry” of all game assets, not just what is supposed to be accessible to a well behaved client.
Yes, so respond.
Right after repling to Ion telling that visibility has no influence yada yada.
And what relevance does that have to the comment I tagged to you?
We were talking about GRB spotting mechanics and the influence of crew skill, and I cleared up a speculative comment. Why are you so keen on “derailing” a stopped train?
One can assume you are dismissing the problem telling that it is mainly a latency issue and that visibility has no influence in rb or arcade.
Yes, visibility has no influence in RB. That’s exactly what I said, and that the only issues with visibility are latency-based.
Again, I’m not the one with reading issues. Some of you bring RB into this thread and that is diluting the whole point of it. I called you out and you act like a child
You called me out? Is that what you call it when you dig up an already ceased conversation and whine about what the topic of it should be?
I listen to music regardless lol (RUSHES ENEMY WITH AN ABRAMS WHILE LISTENING TO THE BATTLEFIELD CHAMBER THEME)
The game doesn’t have dedicated server running the simulation. If you know a bit about what would happen if we had a dedicated server with “server is the king” approach when it comes to simulation, you can clearly see that this game doesn’t behave like this.
Clients are running their simulations and exchanging information between themselves, even if that goes through server connection, but I doubt that.
If that’s really the case, it means that clients can spoof what they can see and send requests to get data they shouldn’t get. And I’ve seen videos where some guys did shoot like through walls, through buildings etc, and checked how similar situations looked when I was on the same map at the same place, and my client only registered things that I actually could see to a save, so it’s either that the client actually has all the data, but is simply not rendering the tanks you should not use, which would be stupid, or there is a way to spoof what you see to get that information.
Nothing is stopping you. May your engine deafen enemy ears