Requesting Update On Network "roadmap"
#1
Posted 10 March 2013 - 04:50 PM
#2
Posted 10 March 2013 - 04:53 PM
#3
Posted 10 March 2013 - 07:53 PM
But keep in mind that they're still not done. They had one netcode patch in January, and only a partial implementation of HSR (for lasers only) in the last one. They need to release HSR for ballistics and probably one or two more general patches for netcode before they're done. They've still got a lot of work to do...
#4
Posted 10 March 2013 - 09:06 PM
Aegis Kleais, on 10 March 2013 - 04:50 PM, said:
what issues are you getting, since the feb 5 patch and a vid card update i'm splatting pretty much anything that moves within reason on a 250+ ping, and only getting choppy animation when 3 or more mechs are breaking the 120km mark in close proximity.
Does your ping jump around a lot? It's been noted that state rewind may actually make things worse if that is the case.
#5
Posted 11 March 2013 - 05:13 AM
miSs, on 10 March 2013 - 07:57 PM, said:
The question thread will be posted tomorrow.
Actually, I was waiting on ATD 34 to open up and do just that. Mindreader miSs. May be some weeks before I find out why, and I might just get a "No Plan" or "No ETA", but it's the next hope for me, so it won't hurt for me to ask.
#6
Posted 11 March 2013 - 05:17 AM
#7
Posted 11 March 2013 - 05:19 AM
Roland, on 11 March 2013 - 05:17 AM, said:
Lasers, machine guns and flamers. And yes, they do plan to implement it for the other weapons soon. I think it has worked very well for people, at least from what my teammates are telling me.
#8
Posted 11 March 2013 - 05:20 AM
Ralgas, on 10 March 2013 - 09:06 PM, said:
what issues are you getting, since the feb 5 patch and a vid card update i'm splatting pretty much anything that moves within reason on a 250+ ping, and only getting choppy animation when 3 or more mechs are breaking the 120km mark in close proximity.
Does your ping jump around a lot? It's been noted that state rewind may actually make things worse if that is the case.
The previous patch, I believe for the most part, addressed my ping fluctuating a lot in this game (was going from 80ms to 140ms repeatedly in game) The major issue I"m left with is that shots either (a), don't register when visually hitting, ( hit an area that I did not visually, © Visually hit AND blink to show a hit registered, but no damage is applied or (d) visually hit and blink to show a hit registered, but does not apply the proper amount of damage.
For example, I have a config that can 2-alpha kill a Jenner in TG (yeah, it's standing still) but in game, when a Jenner overheats and is not moving, I'll take the same shots and after 3-4 alphas, the thing has powered back up, ran off, and maybe had it's CT armor go to orange (with armor, not showing internals)
Stuff like that just happens far too often in the game; Most of the time, people have respectable pings, but damage just doesn't seem to be applying right. I've played with friends who've stated that the last netcode and HSR really helped them out as far as their issues go, so that shows that PGI's changes are definitely having positive effects on a lot of players; it's just that whatever they've done hasn't had any noticeable effect for my setup.
(For clarification, most of my configs are energy/laser-heavy with missiles as backup)
Edited by Aegis Kleais, 11 March 2013 - 05:21 AM.
#9
Posted 11 March 2013 - 05:31 AM
As far as the ravens go: Due to their Hitboxprofile they aren't a good test subject to judge wether HSR is working well for you or not. Try it on jenners, commandos, spiders, cicadas. On those HSR has done wonders for me when using lasers. Ravens I still do not hit with hitscan weapons.
Edited by Jason Parker, 11 March 2013 - 05:34 AM.
#10
Posted 11 March 2013 - 06:23 AM
Projectiles still have that unpredictable delay before firing, but seeing how well the network code monkeys have done with HSR for lasers I am (and this is a big deal for me) actually pretty positive about PGI's ability to handle it.
#11
Posted 11 March 2013 - 06:47 AM
Billygoat, on 11 March 2013 - 06:23 AM, said:
Projectiles still have that unpredictable delay before firing, but seeing how well the network code monkeys have done with HSR for lasers I am (and this is a big deal for me) actually pretty positive about PGI's ability to handle it.
See, THIS is what I think HSR was designed to do. For people who are dealing with larger than average pings, be it because they are far from the server, or their enemies are, this works to help alleviate that (which is, IMO, a band-aid on the fact that hopefully the game will just have servers more local to said players instead)
It's kinda tough, because with the game as it is now, I just don't want to play it. I've been looking for an upcoming network/netcode-related update that's slated for the game, but I've just heard next to nothing. I think it's one of those deals where PGI considers the issue "good enough" since for the majority it works well enough. Sure, PR says to state something like "We're always looking into making our netcode better", but the sad fact of the matter is that this is an excuse and is designed to placate. Because this issue has been around for months and months, I've understandably lost a lot of faith that it will be addressed.
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