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Low Ping = Disadvantage


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#21 Corvus Antaka

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Posted 05 May 2013 - 02:01 PM

View PostRalgas, on 05 May 2013 - 01:29 PM, said:


10ms??!? Do you live next door to the server? in your case mate it would just be the server cant keep up, your target is dead the server and the target just don't know it yet......


Rumour has it I live inside the server :D

#22 Deathlike

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Posted 05 May 2013 - 02:06 PM

There are rumors of Cicadas living in the server room. Garth has "no comment" to the accusations.

#23 Xie Belvoule

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Posted 05 May 2013 - 03:09 PM

There has to be some truth to what the OP says, as I and other snipers within HHoD have begun to notice obvious hits not registering. The only thing we have in common is a low ping, which seems to be the problem. Is it possible that when we shoot a high ping target the changes to the netcode are causing our clients to extrapolate too much for high ping players? Essentially displacing them further ahead than they really are. All I know is that before the HSR I had a predictable hit pattern, now I can hit a Stalker who is 350Ms out, in the open, dead in his CT with an alpha strike and it registers no damage. It also seems to have made me easier to hit for high ping players as my low ping means im much more stable and where it looks like I am, is in fact where I am at all times.

Edited by Xie Belvoule, 05 May 2013 - 03:12 PM.


#24 Fahr

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Posted 05 May 2013 - 03:18 PM

what is likely happening, is HSR is makeing the target you Thought was running or standing suddenly not be where you think he was, because his movement is lagging behind the server guess of what you are seeing. ie. HSR is moving him OUT of the way of your shot because you fired at where he was Going to be, not where he actually was.

you are getting the reverese of the Lag Fire that was happening before, where you had to shoot where he Was 75ms ago not where he appeared to be on your screen. now you have to shoot where he will be in 30ms not where he is right now.

its just swung too far the other way. somewhere in the middle should be about right. but it can Never be perfect as your client and the high ping client disagree on where both of you are and when you shot. they can adjust but if the high lag guy moved in a different direction than the server guessed, you will miss, and if he stopped or slowed you might miss, and you are now seeing HIS lag instead of your own.

#25 Ralgas

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Posted 05 May 2013 - 09:34 PM

View PostFahr, on 05 May 2013 - 03:18 PM, said:


you are getting the reverese of the Lag Fire that was happening before, where you had to shoot where he Was 75ms ago not where he appeared to be on your screen. now you have to shoot where he will be in 30ms not where he is right now.


I thought with hsr that only applied to unstable pings, which essentially caused warping server side.

My take on what is being described is the server is taking too long to assess the dmg done and apply it to the target mech (mainly due to the targets ping), causing delayed dmg/kills on the low ping side. Not as noticeable with high pings as the information feeds are more normalized, you see the odd delay but it's not as long.

#26 ShinVector

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Posted 06 May 2013 - 01:23 AM

Just want to add something here....
HSR is not 100%. I am high latency player here. (around 250ms.)
I will put HSR at around 90% working as intented.
Lag shield does still exist.

I had one clear stiuation. When I was shooting ppcs at a CAT that is running away.
On my screen I see hit and ppc explosions but the paper doll shows no damage.
On the screen of someone spectating me.
He seeing that I am missing and hitting behind the target. Aka. Lag shield.

--

I also had this same situation with a circling Jenner.
First shot a hit but no damage registered.
What do I do ? Shoot 2 mechs ahead of the circling Jenner.
BAAM!! Dead Jenner.
Without HSR the Jenner would 3-5 mechs ahead and nearly impossible to predict.

--

My point is... HSR is NOT 100%
The misses affects high latency players and it also affect low latency players.

--

Don't people dare say low latency is a disadvantage. (Low latency is always advantage )
It is just the first time you are being hit by some normalisation and calling it unfair.
High latency have been dealing with lag all this time and find HSR to be a great blessing.
It gave us access to both laser and direct projectile weapons. Previously they were useless to us because firing delay + lag made them so, damn unreliable.

Now we are just waiting for the final unlock. HSR Missiles !!
Only then can I start using the SRM Jenner properly !!!

Edited by ShinVector, 06 May 2013 - 01:44 AM.


#27 Kamatayan

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Posted 06 May 2013 - 10:41 PM

I find it amusing that last year, when we high ping players were complaining about lag shield and whatnot, some elitist players shouted that we should "Learn to shoot".

;)

#28 Jungle Rhino

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Posted 07 May 2013 - 02:56 AM

Where is my worlds smallest violin when I need it... :)

That being said the low ping players are correct - occaisionally they will get stuffed by some fluctuations or the state rewind burping. But it happens to everybody. The nature of state-rewind is that it basically evens out the experience so that everybody has some modicum of playability. The only time hits should not be registering is when your ping is fluctuating, but to be honest I don't have an enormous amount of faith in what PGI tell us these days so the theory means very little to be honest.

As a EU player with ping of typically ~110 I am frequently amazed by the speed at which the low ping snipers get their alpha off - I simply can't match that and they always get to shoot first which is a pretty big plus Yes if their connection goes burp then they may have a hit fail to register but everybody is in the same boat on this - stable connections are OP!!

#29 Fooooo

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Posted 07 May 2013 - 05:06 AM

View PostColonel Pada Vinson, on 05 May 2013 - 07:18 AM, said:

well something is wrong since HSR - with a 10ms ping I never kill people now - they always die 2-4 seconds after my final shot hits them, even if it is my shot that kills them. very weird stuff.


I sometimes get this also.

I have an average ping of around 250ms tho.

It generally goes like this.

Shoot guy with SRMS or something, (he had no armor left on the sections etc), he continues moving around, ragdoll flashes.....2 or 3 seconds later I see an explosion and I either get a "Fooooo killed X" or "Component Destroyed 1700xp" etc etc.

Doesn't always happen like that tho, its sometimes instant. Othertimes delayed by a long time. I generally put them down to Ammo explosions, but why would they be delayed ?





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