Reitrix, on 24 October 2014 - 02:10 PM, said:
And you can shave off 279 ms for that Gauss to arrive, since im playing from Australia. Meaning i have just over 0.2 seconds to react.
That's not how the latency works. Because you are the one peeking first, as soon as you see him and start twisting or backing down, the reaction time is based purely on how long it took for you to react after you saw him. From the DWF's PoV, he'll see you peek about 280 milliseconds after you peeked over on your client, but if you reacted in 200 milliseconds to twist+reverse after you saw him, then from the DWF's PoV it will also seem as if you reacted within 200 milliseconds after you saw him. It won't look to him like you ran to the top, stood there, and then reversed after 480 milliseconds. It will look like you crested and then reversed after 200 milliseconds. Your latency only counts against you if you try to react to a shot as it's happening, rather than moving in an anticipatory fashion.
It works the same for people *you* shoot at, BTW, because of the way HSR works. A guy with low ping can't wait until he sees you shoot and then twist, because by the time he sees you shooting him, it already happened 280 milliseconds ago on your client, which the server will rewind for and reward the hit. That's why sometimes people twist to the side but get a HSR hit to the CT anyways.
Everybody on both sides, both low ping and high ping, have to move in an anticipatory way.
Anyways, your brain also has a decent short-term memory of things you saw, but it takes awhile to process and react. It's usually smarter to peek and back down immediately, and then ponder the "snapshot" of what you saw, rather than trying to peek, see, analyze what you're seeing, and then decide how to react. By the time your eyes recognize what you're seeing it might already be too late. The DWF pilot just needs to see movement, realize there's no blue triangles over there, aim and shoot. But maybe you're trying to size up the situation, see what enemy mechs are there, how many, what types, etc., and the extra processing load on your brain slows your reactions. Better to just peek and duck down immediately and then think about what you saw after you're already safely back into cover.
Also try running laterally along the ridgeline, using left/right turning to climb up or descend from the ridgeline, it makes you harder to hit and breaks up enemy's convergence because they have to lead the shot and end up aiming into the background trying to hit you. If you have jump jets you can do lateral parabolic jumps. If you don't have jump jets, you can still do it, but it usually makes for a very bumpy run, it's very difficult to shoot accurately while doing this.
You can also turn torso sideways and free-look to the side while doing this, it makes you a skinnier target, further preventing the enemy from putting his reticule directly on you for perfect convergence at that range, forcing him to aim into thin air.
Having said that, I don't use that free-look technique, I'm too lazy, but you can try it out, it should help.
Honestly I'm not that scared of getting shot at 800 meters. At 400 meters it's a different story, the Gauss+PPC sync up more, he might be able to aim directly on my mech's body for perfect convergence even if I'm moving laterally, etc. Or, because it's closer up, there's probably background objects closer by so even if he has to aim ahead of my mech he might still get really good convergence. I'm more scared at that range.
You might have more of a point if you're talking about that closer range of 400 meters, but you don't help your argument if you exaggerate it to 800 meters. =/
Edited by YueFei, 24 October 2014 - 11:20 PM.