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Low Ping Seems To Be Quite A Competitive Advantage

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#21 ShadowWolf Kell

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Posted 24 May 2014 - 08:12 PM

View PostMcgral18, on 24 May 2014 - 02:41 PM, said:

With a ping around 20-30, I've learned that low ping can be annoying with HSR. You tend to receive "Ghost Damage", which is to say the PPC volley you saw fly 8 meters to your right? It actually hit your left torso according to the server. You take the damage, but there isn't any indication, screen shake or indicator. Your torso just goes red.

I don't like ghost damage.


Or worse, you duck behind cover just for it to suddenly hit you even though you've been behind cover for a good second or two.

It can be extremely frustrating.

#22 dario03

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Posted 24 May 2014 - 08:40 PM

View Postlockwoodx, on 24 May 2014 - 03:57 PM, said:


Hitreg was good for a while but this patch has borked just about every aspect of the game. Having a low ping and walking behind cover only to be hit by something **** behind you is pathetic.

On my god the word shot is bleeped out if it involves the word "behind". Homophobic much PGI? You crazy Canadians what will you think of next....


I have found hitreg to always be inconsistent but yeah it was a little better for a while. Something I've noticed and had a couple people tell me is that there seems to be a increase in the amount of FCT shots registering on RCT.

Also I've kind of been wondering if HSR just isn't turned on if you are low ping and thus causes hits not to register if theres a slowdown or something.

Edited by dario03, 24 May 2014 - 09:25 PM.


#23 Ursh

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Posted 24 May 2014 - 09:26 PM

I play from Russia with a 140-170 ping, on average. I go to NYC twice a year for business, where my hotel grants me 20-30 ping. L-o-effing-L at anyone saying their low ping is some kind of disadvantage.

When I shoot someone from my NYC hotel, the damage almost always sticks, rather than the server deciding that the light in my crosshairs wasn't actually there and registering zero damage, which is a frequent occurrence playing from Moscow.

Oh wait, maybe I only lern2play and aim like a champ when I'm in North America.

#24 Arcturious

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Posted 24 May 2014 - 09:47 PM

View PostLevi Porphyrogenitus, on 24 May 2014 - 01:32 PM, said:

Low ping makes you easier to hit and enemies harder to hit. With Host State Rewind, so long as your ping isn't over 500 a higher ping lets you make shots that a lower ping will not allow, since you will tend to see people doing things like running in straight lines (when they are juking from their perspective).

Having a low ping and getting shot at by someone with high ping is what causes those phantom hits through cover, since they didn't see you dodge around that hill and fired at where they thought you were, and HSR gave them the benefit of the doubt (and the free damage to your mech).


It's actually the opposite of this. A low ping will always get the hit that a high ping won't. By the time a high ping player takes a shot, the low ping player had checked in with the server multiple times.

Lets say my 200 ping comes up against a 50 ping player. My client asks the server what the enemy is doing, his client asks for updates on what I'm doing.

As I was traveling forward at the time, his client gets told at the 50ms mark that I'm moving forward. Again at 100ms, I'm still moving forward. At 150ms, I'm still moving forward. At 200ms I only just get to see the enemy who is already lining a shot up on me. I start twisting, but the enemy has already taken a shot, hitting what to him looked like a stationary CT. This is what happens most of the time, no matter how much I dodge, twist or weave to the enemy I'll often look like I'm just running in a straight line.

There is only 1 instance where a high ping player has the advantage, which is when they get the drop on an enemy. The very first shot you fire will take effect as you saw them first. After that though, they immediately have the advantage as nothing you do from then on will matter, as you will be be reacting to things that have already occurred.

Low ping players really just don't have a clue how good they have it in these sorts of games. All HSR does is give us a small chance to have the server register a hit. However it actually is detrimental in many cases. For example, you can't accurately lag lead someone, as the server will often think you deliberately missed when you were in fact trying to lag lead.

However, if you shoot right at someone, the HSR on the server will count it as a miss, because as far as the server is concerned for the last 200ms that player has been somewhere completely different.

The worst part is the average reflex time in gamers is probably just under 200ms. Most studies have shown the average person operates around 200ms. This is unfortunately almost exactly the time required for the gamer on the high ping to get off their shot, which I have no opportunity to dodge, react to or anything else.

Most high ping players have played the same games on local low ping servers. For example something like Unreal Tournament would have local servers, operating at anywhere under 100 ping depending on the host. You would then in a quiet time go to an American server and play at 200 ping. The difference was like night and day. Without doing this often, the low ping players really just have zero idea or conception of just how much of an advantage that ping gives you.

For every one time you might get hit going back behind cover and think that gave the high ping player an advantage, the high ping player deals with that EVERY single shot after the first.

It annoys me when low ping people complain about the advantages. When seriously, there is simply no comparison to how much easier it is to be on the low ping side.

This isn't even going into the difficulties of rounding errors, mean (averaging) algorithms and heuristics programming that will always give the advantage to the client with more data. My lasers have to calculate a 'tick' for the time they are on target. The server often doesn't have a clue how long I was on target so it has to guess. Even if my entire beam was on target for the whole time, the server has far more data to work with from the low ping player. It therefore estimates that due to the changes in movement the low ping player made during that time, perhaps only 50% of my laser was on target.

Finally, lights are almost impossible to deal damage to. A light traveling at 150kph covers 41m per second. At my ping, that means at any time there is around an 8m difference in the lights position from where I'm shooting to where it might actually be. 8m is often more than the entire size of the lights hit box!!! Can you process just how much a difference that would make, when as far as the server is concerned I am by default ALWAYS missing. Every time it does a calculation it has to estimate or 'tween' the difference between my client and the opponent. Again, the opponent simply has more data points for the server to work with, meaning often at least 50% of the damage goes wasted through zero fault of the pilot.

This is the reality of the situation. Low ping players = Advantage. High ping players = disadvantage. There is simply Zero other reality.

#25 Levi Porphyrogenitus

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Posted 24 May 2014 - 09:55 PM

View PostArcturious, on 24 May 2014 - 09:47 PM, said:

<Holy wall of text, Batman!>

This is the reality of the situation. Low ping players = Advantage. High ping players = disadvantage. There is simply Zero other reality.


My ping is almost always in the double digits, and usually around 40-60ish. When I drive lights I often suffer phantom hits from high-ping enemies tagging me with shots well after I went into cover, or shots fired through space that I'd vacated long since during my standard juking.

The way HSR works is it looks at what the attacker sees from his end. The target's number of server checks are irrelevant to this.

As for shooting lights, the easiest ones for me to do damage to are the ones with low pings. Those with high pings tend to take damage unreliably, and those with variable pings are nearly immortal.

#26 dragnier1

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Posted 24 May 2014 - 11:07 PM

I play with 270-300 ping. I have to depend on streaks to deal with most lights. If i shoot a spider straight on with mlas, nothing registers unless he's running in a straight line from my view. Attempting to lead gives mixed results, sometimes 1 mech length away, sometimes 2, sometimes nothing. Heavies and assaults don't give me problems, since they move slower.

When i spectate others, i occasionally see people shooting behind the mech, especially if it's a light, and the exact spot they shoot at behind their target is consistant. Their target registers no damage, of cause.

Edited by dragnier1, 24 May 2014 - 11:10 PM.


#27 GrandLocomon

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Posted 24 May 2014 - 11:07 PM

View PostLevi Porphyrogenitus, on 24 May 2014 - 01:32 PM, said:

Low ping makes you easier to hit and enemies harder to hit. With Host State Rewind, so long as your ping isn't over 500 a higher ping lets you make shots that a lower ping will not allow, since you will tend to see people doing things like running in straight lines (when they are juking from their perspective).

Having a low ping and getting shot at by someone with high ping is what causes those phantom hits through cover, since they didn't see you dodge around that hill and fired at where they thought you were, and HSR gave them the benefit of the doubt (and the free damage to your mech).


The days of 450ms being supported have passed (server-side changes were the nail in the coffin). I don't know where the new limits are, but I can tell you at 300ms+ it makes no difference whether you aim, or turn your mouse DPI up to the highest and flail wildly. The odds of hitting an enemy mech are exactly the same.

"...higher ping lets you make shots that a lower ping will not allow..." I have no idea what this part even refers to. At all.

{EDIT} unless you mean like, the high pinger shot hit you, but you had just moved into cover. Well, from their perspective (behind in time) you weren't behind cover when they fired. But I can't really say about that since I've always been a high ping player. I can see how that may be incorrectly perceived as OP/unfair or something.

Edited by GrandLocomon, 24 May 2014 - 11:21 PM.


#28 Deathlike

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Posted 24 May 2014 - 11:25 PM

It's an advantage AND disadvantage depending on how you are affected by it.

The reality is that when your ping is highly variable (aka, increases and decreases frequently), your shots tend to go astray, just as much as targets that attempt to shoot you.

Lower ping is better, but on the other hand... I take plenty of shots on my mech that make no sense whatsoever based on trajectory. There is never rhyme or reason for it outside of the inconsistencies of HSR vs what is shown on your screen.

#29 YueFei

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Posted 24 May 2014 - 11:25 PM

HSR is a two-edged sword. (that figure of speech kinda doesn't make sense if you know how swords work, only the clumsiest of fools would cut themselves with the back-edge of a two-edged sword, but you know what it means)

If you have low-ping and fight someone with high-ping, you have to move in an anticipatory way to juke/block their shots. You can't wait until they are lining the shot up, because their shot happens in your past.

If you have high-ping and fight someone with low-ping, you have the same issue. You have to move in an anticipatory way to juke/block shots, because the *server* doesn't receive the information that you have turned/stutter-stepped/twisted until later. On your screen it looks like you twisted in a timely fashion to block a shot, but the server (and the enemy player shooting at you) doesn't see you twist until 300 milliseconds later. The server and the enemy player sees you being shot in the CT, but on your screen it impacts your left arm.

So, in the end, in an ideal world, we'd all have 0 ping and things would be lovely. But in reality, both sides must try to anticipate and move early, rather than waiting to try to defend themselves on reflex. So... it's kinda fair.

Edited by YueFei, 24 May 2014 - 11:26 PM.


#30 Atkins0n

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Posted 25 May 2014 - 03:40 AM

View PostYueFei, on 24 May 2014 - 11:25 PM, said:

HSR is a two-edged sword. (that figure of speech kinda doesn't make sense if you know how swords work, only the clumsiest of fools would cut themselves with the back-edge of a two-edged sword, but you know what it means)

If you have low-ping and fight someone with high-ping, you have to move in an anticipatory way to juke/block their shots. You can't wait until they are lining the shot up, because their shot happens in your past.

If you have high-ping and fight someone with low-ping, you have the same issue. You have to move in an anticipatory way to juke/block shots, because the *server* doesn't receive the information that you have turned/stutter-stepped/twisted until later. On your screen it looks like you twisted in a timely fashion to block a shot, but the server (and the enemy player shooting at you) doesn't see you twist until 300 milliseconds later. The server and the enemy player sees you being shot in the CT, but on your screen it impacts your left arm.

So, in the end, in an ideal world, we'd all have 0 ping and things would be lovely. But in reality, both sides must try to anticipate and move early, rather than waiting to try to defend themselves on reflex. So... it's kinda fair.


This^. I have 30-40 ping and tbh yea I eat some shots that dont reg sometimes but tbh I've had full alphas from my jenner do 0 dmg so tbh it goes both ways, and if people in china, germany or aussieland can play if you have sub 100 you really shouldn't be complaining.

#31 Reitrix

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Posted 25 May 2014 - 05:08 AM

View PostKh0rn, on 24 May 2014 - 01:24 PM, said:

Lower ping = better score. Since most of the weapons were moved server side its become a lot harder for those with 240 + ping too get a good score you have too lead most of the weapons which makes fighting light mechs a near impossible task mostly if its the firestarter or Spider. And even some times just on fast moving mediums.

Posted ImageWut?

#32 Reitrix

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Posted 25 May 2014 - 05:29 AM

View PostGrandLocomon, on 24 May 2014 - 11:07 PM, said:

The days of 450ms being supported have passed (server-side changes were the nail in the coffin). I don't know where the new limits are, but I can tell you at 300ms+ it makes no difference whether you aim, or turn your mouse DPI up to the highest and flail wildly. The odds of hitting an enemy mech are exactly the same.

"...higher ping lets you make shots that a lower ping will not allow..." I have no idea what this part even refers to. At all.

{EDIT} unless you mean like, the high pinger shot hit you, but you had just moved into cover. Well, from their perspective (behind in time) you weren't behind cover when they fired. But I can't really say about that since I've always been a high ping player. I can see how that may be incorrectly perceived as OP/unfair or something.


Small mistake there, its not just " from the high ping players perspective", in a 0 ping environment, You really were not in cover in time. Thats all HSR really does, it compensates for latency. Its not perfect, but better than alternatives like SSHD or CSHD.
If we used Client Side Hit Detection, the Ghost Damage would be even worse, and opens the game up to aim hack exploitation. Which is why we never had it, and never will.
If we used Server Side, triple digit players would be steamrolled by low ping players, Just like in every other shooter multiplayer (Especially Hawken with that side dash they do)

#33 SirLANsalot

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Posted 25 May 2014 - 05:32 AM

View PostThunder Child, on 24 May 2014 - 06:27 PM, said:

My Ping is usually in the 250+ range (I live in New Zealand, unfortunately. And no we don't have sheep wandering the streets. Ever since they imported Goblins for the LoTR movies, the little buggers have been easting them all) and I've found that the only way to reliably hit lights with Lasers is if I lead them by about 2-3m. The funny thing is, Ballistics (mostly) track fine. Same with LRMs and SRMs. But Lasers are just terrible with High Ping.




This is the difference between Hitscan weapons, and Projectile's. Hitscan (lasers) go right where your aiming, and with a high ping you need to still "lead" your target. With Projectile weapons, its all server side once the round leaves the barrel.

#34 A banana in the tailpipe

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Posted 25 May 2014 - 06:55 AM

View Postdario03, on 24 May 2014 - 08:40 PM, said:


Also I've kind of been wondering if HSR just isn't turned on if you are low ping and thus causes hits not to register if theres a slowdown or something.


I think this is closer to the truth as pulses/gauss work just fine for me when I apply them to targets and those are fairly precise weapons. The only time I have serious HSR issues is phantom shots that hit me behind cover. On top of that it doesn't help most tryhards run nothing but PPCs anymore so just magically assploding behind cover because dual PPCs hit and crit when on your screen you clearly dodged them can be infuriating.

#35 Jun Watarase

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Posted 25 May 2014 - 10:17 AM

Uh if you are taking damage behind cover, that implies HSR is working...for your opponent. Because they get to shoot you when you are on their screen and do damage. HSR isnt intended to be a defensive measure and stop you from taking damage if you are behind cover on your screen...

#36 M0rpHeu5

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Posted 25 May 2014 - 10:21 AM

So you say that europeian server whould fix the problem of hit registration better than the State rewind?
I agree.

#37 FatYak

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Posted 27 May 2014 - 10:25 PM

View PostReitrix, on 25 May 2014 - 05:08 AM, said:

Posted ImageWut?

What to you mean "Wut"?????

300+ ping player here, my experience is that lasers are pretty much useless unless its point blank. HSR kind of works, sometimes, i too get smashed by "ghost damage" just like a low ping player so you are not alone and its not some conspiracy against you. I also cant explain the ping spikes i get with the PGI server, i don't know how many times i though i was having an awesome match only to get to the end, find i have 180 damage and my ping is inexplicably 440

If I log in and most of the players Im against have a PING of 120+ then i can get in some reasonable matches in, provided i dont do something stupid to get me killed

If i log in and most players sitting at 60 or less i either have to boat missiles (which i hate doing) or just not play as the hit registration is terrible

I also cant explain why european guys with 250ish pings don't seem to be as badly affected as oceania players seem to be, but i may be mistaken

Makes trying to learn a play style other than streak or lurm based really tough, and makes it even harder to drag yourself out of lower ELO brackets when you cant be counted on to contribute to a team victory reliably

I have none of these issues with Hawken, but MWO is a much better game - when it works

Edited by FatYak, 27 May 2014 - 10:27 PM.


#38 Reptilizer

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Posted 27 May 2014 - 11:18 PM

View PostRoland, on 24 May 2014 - 02:06 PM, said:

If you are in observer mode, and it looks like the guy you are observing is hitting his target, it usually means he is missing behind the target.

Due to the way HSR works, hits for him will be determined by now it looks on his machine, not the observer. Due to the latency involved in observing a player remotely, your view as an observer is delayed, and shots that actually hit tend to look like they are missing in front of the target.


You sure about that?
As far as i understood, the telemetry the observer gets comes from the servers, not from another player.
You see things how the server sees things. Including any HSR that happened.

#39 Ursh

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Posted 27 May 2014 - 11:20 PM

I have a terrible problem with UAC5 for some reason.

I can absolutely unload on slow heavies and assaults with my 3xUAC5 Ilya, seeing the red light up on my crosshairs indicating that yes, I am hitting them, and then I die and at the end of the match I have like 180 damage. Wierder is that I don't have the same issue with AC5. Could it be some kind of bug?

#40 NeoCodex

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Posted 28 May 2014 - 12:23 AM

Not true, I am having 160-200 ping average, and I finish among the top 3 score most of the games and die very rarely as long as I have at least one friend with me. I have seen a lot of players with 25 ping not doing noticably better, also as before mentioned there is host state rewind. I don't feel any kind of lag presence at all, leading works perectly, and yes it is still hard to hit lights but that is sure not due to ping. It is not about ping, these are just excuses of a bad player, it is about teamwork and patient, smart play. Just another pointless thread.

Edited by NeoCodex, 28 May 2014 - 12:25 AM.






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