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Low Ping Lag Shield Against High Ping

Bug Report

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#1 ShinVector

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Posted 28 September 2014 - 01:22 AM

Been noticing that people I have a lot of trouble hitting nowdays tend to the be the lower pingers.
They used to be ones with the best hit registration.. Seems like no longer the case especially with lasers and mechs on the move.


Edited by ShinVector, 29 September 2014 - 02:10 AM.


#2 Kodyn

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Posted 28 September 2014 - 01:51 AM

I notice this very often, way more so after the most recent patch. I don't bother shooting lights much except for with SRMS, though can occasionally time a PPC just right, but I've even had Atlases and BLR's sit there, facing me, static, and not register direct hits to the CT or face...no invisible walls, just straight-up PPC to the grill, and no register... Starting to just accept it as part of the game, I have 51 ping, most other players I see are more like 100-500. I also have fairly low FPS, so the combination of high ping, and 25 FPS seems to be real bad, lol.

#3 MrMadguy

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Posted 28 September 2014 - 01:52 AM

Yea. Something wrong happening with hitreg at this weekend. I guess, it depends on servers' load somehow. Can't hit Spider from 1 meter distance? That happens - Spiders are well know for their invulnerability. But yesterday I could not rip off cored red RT of, you won't believe me, ATLAS. Really? I was shotting at it for about 10 seconds, while he was walking clockwise around me, from 2xUAC/5+2xLL+SRM18 from about 10 meters distance. And after I died, I had found out, that I cored his CT and RA, but not even touched his cored red RT... Yea, sometimes it happens too, but... With ATLAS????? One of the widest mechs in this game? Really? Ok, lasers have terrible hit detection, but... Dual UACs? SRM18???? You just can't miss from such a weapons from this distance. It's like missing enemy, while shotting via shotgun from 1 meter distance. It just can't be. So, that's when you start believing in ELO anti-kill protection.

Edited by MrMadguy, 28 September 2014 - 01:54 AM.


#4 B0oN

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Posted 28 September 2014 - 02:28 AM

Welcome to what I am preaching since introduction of HSR .

Sadly the oddness of HSR is a standing fact since its introduction despite many ongoing tries to portray it as "the bestest thing since CB/ the only way to have a shooter nowadays" which I know from experience are not correct factual statements but assumptions .

The hitregistraton needs to get much, much better and way more reliable really quick-like, best before CW Phase2 hits the decks and THEN people WILL start complaining "they lost this battle becaue too many indestructible mechs and through that the whole planet yadda yadda" because of HSR dealing crooked cards of the worst kind in an ongoing "quasi-competetive" game structure, which both IS and LOOKS bad.

Oh, as an aside note :
Did anyone else notice some special players not taking damage like other mechs standing besides them albeit having close or similar pings and from the smoothness of their movements seemingly enough FPS to play ?
Odd, really odd these "guys"

#5 B0oN

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Posted 28 September 2014 - 09:05 PM

Shameless bumpings
...occur

#6 The Driver

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Posted 29 September 2014 - 02:36 AM



is this an example? I notice he lands a few point blank hits with the LBX but i take very little damage.

#7 PhoenixFire55

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Posted 29 September 2014 - 03:02 AM

View PostShinVector, on 28 September 2014 - 01:22 AM, said:

a lot of trouble hitting nowdays tend to the be the lower pingers.


Me and Proton did some testing a few weeks back ... had three players in lobby. Player 1 ping < Player 2 ping < Player 3 ping. Took light mechs and started dueling, Player 1 kills Players 2 and 3 easy enough, Player 2 kills player 3 easy enough but can't register anything on Player 1 with any consistancy. Player 3 had all sorts of trouble with hit reg on both 1 and 2.

#8 ShinVector

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Posted 29 September 2014 - 03:43 AM

View PostThe Driver, on 29 September 2014 - 02:36 AM, said:


is this an example? I notice he lands a few point blank hits with the LBX but i take very little damage.


Good example of how atrocious the lasers hit detection is nowadays. I have one of these somewhere one of my team mates making fun of me, why I am not piloting as aggressive in a light as I used too... Because it is not freaking worth it nowadays.. You have to work twice as hard and shoot twice as much to get remotely close to the results you want.



This is one from last night.. Using all the experience I had trying to figure how much I had to lead to get effective damage against this stinking locust.

View PostPhoenixFire55, on 29 September 2014 - 03:02 AM, said:


Me and Proton did some testing a few weeks back ... had three players in lobby. Player 1 ping < Player 2 ping < Player 3 ping. Took light mechs and started dueling, Player 1 kills Players 2 and 3 easy enough, Player 2 kills player 3 easy enough but can't register anything on Player 1 with any consistancy. Player 3 had all sorts of trouble with hit reg on both 1 and 2.


Very interesting dude...

I assume
Player 1 10ms to <90ms
Player 2 110ms to <150ms.
Player 3 230ms to 300ms ?

I was told my pgi support 1 year+ ago... Hit detection issues would be a 'top priority'.... Hiaz... Waited till now..
Currently some sources stated that PGI is pull all resources to CW...
While not necessarily a bad thing... CW comes with a nice scrappy experience for a majority of us.
Too bad they couldn't find time to hire debugging programmers. BAH...

Edited by ShinVector, 29 September 2014 - 04:00 AM.


#9 PhoenixFire55

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Posted 29 September 2014 - 04:40 AM

View PostShinVector, on 29 September 2014 - 03:43 AM, said:

I assume
Player 1 10ms to <90ms
Player 2 110ms to <150ms.
Player 3 230ms to 300ms ?


Sadly Shin, not even close...
Player 1 ~ 120ms
Player 2 ~ 140ms
Player 3 ~ 170ms

Ping jitter was minimal really, within 3-4ms for each. Even with 20ms difference in latency the "no-hit-reg-one-way" was clearly seen and consistant. I do wonder if it actually has anything to do with pings, or rather something entirely different.

Our pings changed since server migration by the way, might try again, it'll be smth like...
Player 1 ~ 160ms
Player 2 ~ 140ms
Player 3 ~ 190ms

View PostShinVector, on 29 September 2014 - 03:43 AM, said:

I was told my pgi support 1 year+ ago... Hit detection issues would be a 'top priority'.... Hiaz... Waited till now..
Currently some sources stated that PGI is pull all resources to CW...
While not necessarily a bad thing... CW comes with a nice scrappy experience for a majority of us.
Too bad they couldn't find time to hire debugging programmers. BAH...


I got one word for ya .... Transverse.

#10 That Dawg

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Posted 29 September 2014 - 04:41 AM

My scores went up, I'm living to the end of the match now, I put a ping filter into the connection between my router and computer, increases my ping to server.
Without radio shack built filter 32-35 ping. With filter 150 ping.....I'm much happier with a "poorer" connection.
I never would have figured it out unless I read up on the HSR thing they implemented. Kudos!

#11 That Dawg

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Posted 29 September 2014 - 04:47 AM

Posted Image

#12 That Dawg

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Posted 29 September 2014 - 04:53 AM

http://staging.arste...?f=22&t=1240477

read down about half way where the guy answers "what game is this"

And the third reply to that.

Edited by That Dawg, 29 September 2014 - 04:54 AM.


#13 That Dawg

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Posted 29 September 2014 - 04:59 AM

http://mwomercs.com/...rewind-phase-1/

from a year and a half ago......now I'm even more confused than before

#14 ShinVector

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Posted 04 October 2014 - 10:52 AM

If you look at the hit detection in this match... You will probably understand why I feel so, uncompetitive....
Bad hit detection everywhere...

The red cored back Mad Dog was the most ridiculous example.

That's it for me guys, after I get the 10Mil Cbills..... It is going on a hiatus from MWO..
I can't stand the thought the there is no plans to fix serious bugs like this till December...

My wild guess is that they might have reduced the game's update ticks or something to reduce the load on the netcode which was having issues with desync, when reconnects was introduced...
Horrid Horrid hit detection now.. :(



#15 Darth Futuza

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Posted 04 October 2014 - 11:31 AM

View PostShinVector, on 04 October 2014 - 10:52 AM, said:

If you look at the hit detection in this match... You will probably understand why I feel so, uncompetitive....
Bad hit detection everywhere...

The red cored back Mad Dog was the most ridiculous example.

That's it for me guys, after I get the 10Mil Cbills..... It is going on a hiatus from MWO..
I can't stand the thought the there is no plans to fix serious bugs like this till December...

My wild guess is that they might have reduced the game's update ticks or something to reduce the load on the netcode which was having issues with desync, when reconnects was introduced...
Horrid Horrid hit detection now.. :(



If your ping is too low you could try artificially inflating it with a vpn.

#16 ShinVector

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Posted 04 October 2014 - 06:50 PM

View PostDarth Futuza, on 04 October 2014 - 11:31 AM, said:

If your ping is too low you could try artificially inflating it with a vpn.


I think you misunderstood the title.
Basically Low Ping players now seem to have a Lag Shield against High Ping players (Me. Currently around 231-235ms).
My current ping is one of best you can get for south east asia...
Something made the hit detection far worst...





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