I play from Australia and I always have high pings (240-290) every game. However it has been pleasant to note that this hasn't had a negative impact on gameplay at all....I dont notice any lag or that I am disadvantaged in any way.
Is this because mwo is a slower, thinking man's simulator/shooter.
Or am I kidding myself and I'm just not feeling the lag because of some newfangled server technology but actually look like a lumbering slow reactive lug to everyone else on sub 100 ping connections?


Ping
Started by Durian Poh, Feb 23 2014 12:43 AM
7 replies to this topic
#1
Posted 23 February 2014 - 12:43 AM
#2
Posted 23 February 2014 - 12:48 AM
Every time you shoot a mech dead on and your reticule does not turn red your shots are not registering damage...
Welcome to the wonderful world of hit registration....
Welcome to the wonderful world of hit registration....
#3
Posted 23 February 2014 - 01:07 AM
Mycrus, on 23 February 2014 - 12:48 AM, said:
Every time you shoot a mech dead on and your reticule does not turn red your shots are not registering damage...
Welcome to the wonderful world of hit registration....
Welcome to the wonderful world of hit registration....
LOL. Thanks Mycrus
How naive of me.
oh well. Still better than the days where you would see everyone hopping and time warping around if you had pings higher than 100.
#4
Posted 23 February 2014 - 03:09 AM
Your mech is still moving at full speed no matter how bad your ping is; the mech speed is all server-authoritative. So you actually look fine to other players. You probably suffer from higher than average hit-registration issues, but if you'e getting damage/assists/kills at the end of the match then you're doing fine.
#5
Posted 23 February 2014 - 04:53 AM
(Gonna Get laughed for this.. but he asked..)
There is supposed to be a thingy called "Host State Rewind" that PGI is pretty proud of, that (Allegedly) adjusts on the fly for ping variance up to 300 which in theory should compensate for your geographical location...
In practice the HSR code is less reliable than it ought to be and as Mycrus says the ONLY thing you can trust is the red flash of a hit under your reticule. Not the paperdoll; not your ammo explosions on the targets Hull; just the hard to spot red reticule flash.
At least PGI is trying for some way to compensate for ping variance, though I agree with some others that some kind of regional server is the only way to really reduce it.
There is supposed to be a thingy called "Host State Rewind" that PGI is pretty proud of, that (Allegedly) adjusts on the fly for ping variance up to 300 which in theory should compensate for your geographical location...
In practice the HSR code is less reliable than it ought to be and as Mycrus says the ONLY thing you can trust is the red flash of a hit under your reticule. Not the paperdoll; not your ammo explosions on the targets Hull; just the hard to spot red reticule flash.
At least PGI is trying for some way to compensate for ping variance, though I agree with some others that some kind of regional server is the only way to really reduce it.
#6
Posted 23 February 2014 - 05:07 AM
The biggest thing to note is that weapons fire reports can "lag" behind the experience. For an Australian, this will affect you in two ways. Firstly, when a hostile leaves cover, they'll have about a quarter of a second lead time in which they can see you but the server hasn't yet told you that you can see them. You therefore will, from their point of view, stand around blindly for a quarter second before responding. Secondly, this works against them when you enter cover: there's a quarter second window just before you enter cover in which they can still see you, but if they shoot at you, the server will check and find that you were safely behind cover.
The sum of this is that, playing from a high-ping region, you are at an advantage when forcing your opponents to react to your actions, but at a disadvantage when trying to react to theirs. Take the offensive.
The sum of this is that, playing from a high-ping region, you are at an advantage when forcing your opponents to react to your actions, but at a disadvantage when trying to react to theirs. Take the offensive.
#7
Posted 23 February 2014 - 05:31 AM
Ohh Yes...You move over a montain....you suddenly see enemys. You wonder why you can t shoot. You die. Yes the enemy got you earlier then you see him. He shoot you down b4 you can react. Dmg done that game 0. Even with Shooting my PPC at an Atlas and letting go an Airstrike. Airstrike was removed from the Slot. I saw him doing a lot of dmg. Rollback probably. 0 dmg..End Result 0 Assist. This happens sometimes.
My ping dis sometimes 138...then I do every game an average dmg of 400. Sometimes with a ping 200+ my average dmg Drops to 100.
Yes I would prefer an European Server.
My ping dis sometimes 138...then I do every game an average dmg of 400. Sometimes with a ping 200+ my average dmg Drops to 100.
Yes I would prefer an European Server.
#8
Posted 23 February 2014 - 06:25 AM
Caswallon, on 23 February 2014 - 04:53 AM, said:
(Gonna Get laughed for this.. but he asked..)
There is supposed to be a thingy called "Host State Rewind" that PGI is pretty proud of, that (Allegedly) adjusts on the fly for ping variance up to 300 which in theory should compensate for your geographical location...
In practice the HSR code is less reliable than it ought to be and as Mycrus says the ONLY thing you can trust is the red flash of a hit under your reticule. Not the paperdoll; not your ammo explosions on the targets Hull; just the hard to spot red reticule flash.
At least PGI is trying for some way to compensate for ping variance, though I agree with some others that some kind of regional server is the only way to really reduce it.
There is supposed to be a thingy called "Host State Rewind" that PGI is pretty proud of, that (Allegedly) adjusts on the fly for ping variance up to 300 which in theory should compensate for your geographical location...
In practice the HSR code is less reliable than it ought to be and as Mycrus says the ONLY thing you can trust is the red flash of a hit under your reticule. Not the paperdoll; not your ammo explosions on the targets Hull; just the hard to spot red reticule flash.
At least PGI is trying for some way to compensate for ping variance, though I agree with some others that some kind of regional server is the only way to really reduce it.
you do know that pretty much all hosted online games have lag compensation of this sort, right? Regional servers of course lessen the delays and make the systems more consistent.
https://developer.va...ag_compensation
Edited by Redshift2k5, 23 February 2014 - 06:26 AM.
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