Topic: Protection timers and molecular stability - *BUG* *SPOILERS*
While there has been a large debate, although some time ago, about the instability timers I wanted to approach you guys with my version of things.
First I havn't reported this because I was exploiting it. Second, I am now reporting it pre-emptively because I will seek a reimbursement for every loss suffered by this bug.
I say this is a bug because I don't believe it is performing in the way the Devs intended it to perform.
The "bug" is as follows:
Instability = molecular instability (ie the amount of time it takes the robots "molecules" to form a cohesive structure after teleporting from one zone to another, undocking etc.
Syndicate protection = a no-lock protective mode on jumping into areas to alleviate "unfair" gate blobbing issues or the capacity to eliminate another agent before the agent has actually rendered terrain and can "fight back". This protection timer is specifically implemented to allow a time frame in which the local client can handshake with the server.
This all seems well and good, but here is what happens on terrain to people with terrible pings. Such as US west coast, Alaska (me), and Australia...
OptiKhan clicks teleport / undock, OptiKhan "materializes" on terrain and only one timer starts. The "protection" timer... why is that? (cuz the Devs don't play) Aren't OptiKhan's molecules visible on terrain to the other agents in the area?? Don't the resident agents at the destination have a SIGNIFICANT advantage by seeing this agent materalizing before their eyes?? Yes, and yes.
So while OptiKhan's protection timer is running out, molecular instability HASN'T EVEN STARTED YET.
So... I ask you why is it that I can be killed after ANY TELEPORT action because from Alaska I can often experience such horrendous de-sync that my protection is completely worn out before I even begin the molecular count down?
How is that a "fair" mechanic from a so-called "playable game" point of view... and further how is this function even realistic??
It is NOT realistic at all, even in Hungary. If molecules are visible on terrain the "molecular stability" should begin IMMEDIATELY. Meanwhile since Syndicate protection is intended to allow a "fair fight" on landing the timers start points should be swapped.
Solution: Begin protection timer when client handshakes (currently tied to molecular instability); Begin molecular timer when agent renders on terrain at destination (currently tied to syndicate protection).
SWAP THE TIMERS !!! All is well!
If people complain about too much time, and that enemies get a "free look" at beta side action, then thin out the protection timer. Since it is tied to client rendering the terrain (out of the long *** black screen) then it can be much shorter in duration to allow about a 5 to 10 sec of protection before being lockable.
Please FIX !!!