jorb wrote:Not sure I get this, but whatevslol.
You can see his cooldown timer strike 0 after which he has an attack queued, but some short time period the cooldown hangs at 0.0, and the opponent's defense fires before the attack, greatly reducing the damage.
Based on which I need to ask - Are attacks and cooldown timers interpolated, or predictive (dead reckoning-esque)?
Is the above example a result of interpolation correctly resolving the defense in favor of the other character which fired serverside first, before the update reaches the client in the above recording?
That's probably a question for Loftar.