hah
the **netcode** of this game is not a netcode.
Updaterate --> like a crazed sinusoid - definitely not stabile.
Lag-compensation --> a joke.
Even with a packetloss of 50% and a delay of 2.000 milliseconds the servers will answer the request of the client.
So?? --> the wanna keep every player on the servers - at all costs.
This type fashion is normal at the meantime, because there are not enough servers in every region

.
Which means --> it's ***normal** that you will enjoy on an american/european server people from china or australia for example - and the server-cpu must answer all the requests.
And guess what - the server-cpu cannot answer the request at the same time because of the big distance.
Example -->
server-location = amsterdam (188.122.91.239).
a random group with players from 4 different regions (worst case).
One from china, one from germany, one from usa and number 4 from south africa.
The longer the distance to the gameserver (in this example it is netherlands), the longer and higher the delay on each client, because everyone must see the actions of the other teammates.
Udp-protocol --> still offline since the release of tctd - everything runs via tcp.
So it is absolutely useless to open the upd-ports -->
https://support.ubi.com/de-de/faqs/d...division-on-pc
here a video of the hole problem -->
https://www.youtube.com/watch?v=oc51gxwvygc
so - will ubi-massive ever solve these problems?? --> i don't think so

.