Quote Originally Posted by Glordit View Post
It's difficult to say, latency in it is noticeable when attempting to shoot moving targets but most of the combat is done from a 'cover and fire' system. You will be gunned down by someone in cover before you see them quite often but you will learn to compensate for it by being more tactical.

It is playable by all means, just get's frustrating at times.



Sorry but you can not answer a question with another question specifically with one as broad as that, please supply more information in your next post to clarify what you are attempting to establish.
You summed it up pretty well. You get shot and killed before seeing someone and you tend to miss them because on the server where you're shooting they're no longer there.
That and constant teleporting/rubberbanding as the server is trying to figure out where you are and where it has to assume you going for the low latency players.
Quote Originally Posted by Graal View Post
There are many online shooters that are perfectly playable with higher latencies. Red Orchestra 2, as an example, does hit detection client-side, meaning it plays roughly the same on local servers as it does on european servers. ArmA3, Planetside 2, Firefall, Mass Effect 3 and Defiance are also very lenient when it comes to latency.
You mean like battlefield? where the client-side detection causes rampant cheating and the infamous "shot after getting to cover" scenarios?

High latency on any twitch based/fast reaction multiplayer game is terrible. On phantoms its just further annoying by the long trek you usually have to make to get back to the battle you can't get to see because you're shot by a guy who's behind a wall on your screen.