I’ve gotten to test the mod extensively with real players yesterday. My experience was flawless, but I had the advantage of being the host and had zero ping.
For me the most noticeable thing was that I could parry high pingers by just reacting to the animation on my screen, without having to adjust my timing. I was able to parry a 400 ping claymore vanguard easily. Actually, I would only notice that someone had 100+ ping if I looked at the scoreboard.
Other people’s experience was mostly positive:
-Some people reported that parrying felt more accurate.
-Some people didn’t notice anything different
-Some of the testers reported that there was something “weird”, but could specify what. But AFAIK the game was playable for them too.
(Most testers’ pings were in the 40-70 range)
Now for the issues that were discovered:
-Some of the testers reported that reversed overheads were different. It is probable that the latency can be felt for the accelerated attacks.
-One tester couldn’t parry my HWS stabs at facehug range, while I had no problem parrying his. And he said that the attack was going through his blocks, but on my screen he was just standing there, taking stabs to the chest with no parry animation. His ping was in the 40-70 range and mine was 0, so I assume that there was some sort of low ping advantage going on. THAT SAID, there is no guarantee that that wouldn’t also happen with client-site detection.
-I didn’t notice any performance problems on my server with 10 players and 3 bots.
-The tick rate of the server set at 90, so the performance impact is not noticeable even for high tick rate servers.