

{Scrap} State Rewind Or Why High Ping Players Win Most Matches
#1
Posted 07 January 2014 - 12:37 PM
#2
Posted 07 January 2014 - 02:09 PM
#3
Posted 07 January 2014 - 02:19 PM
Pataine, on 07 January 2014 - 12:37 PM, said:
I am on a FIOS line. My ping is in the 40-80 range. My KDR is 3.5 in my RVN 3L, and my win / loss ratio is 1.5.
I have not experienced any issues like what you describe. I hate to say "its cause you are a crappy shot"... but...
Edited by xhrit, 12 January 2014 - 09:53 PM.
#4
Posted 07 January 2014 - 02:45 PM
#5
Posted 07 January 2014 - 03:22 PM
Edited by ProtoformX, 07 January 2014 - 03:23 PM.
#6
Posted 07 January 2014 - 03:30 PM
#7
Posted 11 January 2014 - 05:21 AM
I think the tolerance for the system needs to be adjusted but the system is needed unless we want to return to the days of lag shield, which is way worse. To the point where a good light pilot could go into a group of heavies and assaults, solo, and take them down(I think my personal best was a 1v4 with my Jenner against an awesome, dragon, cat, and a severely damaged Atlas).
Edited by Foxfire, 11 January 2014 - 05:22 AM.
#8
Posted 11 January 2014 - 05:42 AM
#9
Posted 11 January 2014 - 05:43 AM

Edited by lockwoodx, 11 January 2014 - 05:43 AM.
#10
Posted 11 January 2014 - 05:47 AM
Before HSR you had to lead your opponents mech to have a chance of hitting even at close range. This also meant that your weapons would never converge on the target since you were never aiming at them. It was far worse than the current situation.
There may be issues with HSR ... having a hit register after you reach cover is just par for the course ... it does NOT mean that they hit you through cover ... it means that their shot hit you BEFORE you reached cover. The server tracked your location and the shot location and figured out where you were when the opponent fired ... and you got hit. Deal with it .. you did not reach cover in time and the only delay was in your client letting you know. The server is authoritative ... not your client ... so you just get informed that you were hit within the last 500ms or so and the damage is assigned.
Anyway, they could probably use more work on HSR but it is probably the only way to get 24 people playing relatively fairly on a battlefield with a wide range of ping values.
#11
Posted 11 January 2014 - 05:48 AM
Mawai, on 11 January 2014 - 05:47 AM, said:
I've been in this exact situation with 36-40 ping multiple times where due to low latency I should have been fine with the cover I placed myself behind. Low ping doesn't always save you from wonky server issues.
Edited by lockwoodx, 11 January 2014 - 05:50 AM.
#12
Posted 11 January 2014 - 05:51 AM
I don't think Ping is the factor.
#13
Posted 11 January 2014 - 05:53 AM
I played for 6 months from Afghanistan, and aside from the known issues hitting spiders reliably I never experienced the heart wrenching, ego destroying, soul crushing loss he experienced so I'm not sure where his beef really lies.
#14
Posted 11 January 2014 - 05:59 AM
http://mwomercs.com/...ost__p__3062894
Matthew Craig, on 10 January 2014 - 09:33 AM, said:
Edited by lockwoodx, 11 January 2014 - 05:59 AM.
#15
Posted 11 January 2014 - 07:46 AM
#16
Posted 11 January 2014 - 09:32 AM
R Razor, on 11 January 2014 - 05:53 AM, said:
I played for 6 months from Afghanistan, and aside from the known issues hitting spiders reliably I never experienced the heart wrenching, ego destroying, soul crushing loss he experienced so I'm not sure where his beef really lies.
I can tell him exactly what his problem is, but I guarantee he won`t like it.

#17
Posted 11 January 2014 - 09:43 AM
When the spread among pings is greater than around 200 ms, the hi ping player gains more and more of an advantage, PGI is well aware of this. The game will adjust in favor of the higher ping, this means many things, from lock on time to hit and miss.
This seems to be far beyond PGI's ability to ever fix and so it isn't going change.
#18
Posted 11 January 2014 - 09:49 AM
As only their Client and the Server matter for HSR you get hit.
But better that as the "Game of Luck" without HSR.
Edited by Thorqemada, 11 January 2014 - 09:50 AM.
#19
Posted 11 January 2014 - 10:31 AM
As an example, if your opponent has a ping of 250 and you have a ping of 100:
000 ms - opponent clears cover and gains LOS on you. He has a ping of 250 so the server hasn't received yet. You see nothing.
125 ms - server has got the information and begins sending to other players.
175 ms - you see the opponent appear.
200 ms - The opponent has had this time to see you and line up his shot, and fires.
325 ms - server receives the shooter's firing command. Rewinds server state to point in time at 200 ms.
375 ms - 200 ms after you saw him appear (human reflexes), you begin to react and twist / dive for cover.
425 ms - Server receives your movement / twist command. Too late, though, since HSR determined that you were sitting around doing nothing at time-index 200 ms, and the shot at 200 ms hits you square in the CT.
From the point of view of the player with high ping, it looks like the people he shoots at have very slow reflexes.
The only way to cope with this is to always assume someone may be lining up a shot on you and try to move erratically. HSR simply doesn't let you wait until you see his face. By the time you see his face on your screen, he's already fired his shot sometime in the past, which HSR will determine hit you in the face.
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