Let's Talk About Ping. At What Point Do You Start Actually Noticing A Difference To Your Gameplay?
#261
Posted 16 April 2015 - 07:32 AM
Yet I get people moonwalking or just freezing, total no registering of hits, getting constantly relocated by the server. Game is simply becoming unplayable. If I run full speed on my Stormcrow, I get constantly relocated as if the server is not able to keep up.
This has all the signs of overloaded servers, low polling rates between client and server. I cannot say all this is acceptable. My connection the problem? I go into another game and I never experienced any of this.
#262
Posted 16 April 2015 - 09:22 AM
P.S. all the time im here my ping is 70-200, mostly 150-170.
Edited by MGA121285, 16 April 2015 - 09:23 AM.
#263
Posted 16 April 2015 - 02:25 PM
Edited by Daggett, 16 April 2015 - 02:30 PM.
#264
Posted 16 April 2015 - 04:57 PM
Lynx7725, on 12 March 2015 - 06:22 PM, said:
teleporting stuff etc it's a package loss issue, ping 270 it's 0.27 sec delay, 300 it's 0.3 sec delay, there is not much difference there
#265
Posted 17 April 2015 - 01:42 PM
I have recently had some issue with PPCs, especially ERPPCs from the shiny Panther just passing right through people, and unlike previous iterations of similar issues, the problem seems to be exacerbated at long range instead of mitigated by it. I am not certain if this is actually a new issue or not though, since I haven't used PPCs (apart from infrequent use of ERPPCs in the free Thunderbolt) for a very long while. Or projectile weapons in general, for that matter, prior to obtaining the resistance mechs.
The primary source of performance issues for me is framerate, and that seems to only be an issue when I'm whipping around the map at 170kph while turning back and forth like a manic chicken and firing lasers. Or if I get shot by ballistic or missile weapons. The smoke seems to jack it up pretty badly most of the time. I think my old computer just doesn't like rendering all that stuff is all.
#266
Posted 18 April 2015 - 04:44 AM
I play from germany if this is of any help or importance.
#267
Posted 19 April 2015 - 10:54 AM
It seems like packet loss waxes and wanes throughout the day, independently of ping.
Edited by Ialdabaoth, 19 April 2015 - 10:55 AM.
#268
Posted 19 April 2015 - 10:40 PM
Wymodactyl, on 12 March 2015 - 03:38 PM, said:
Hey Wymo, we're getting 245-255 here in country vic, not too bad till it hits 280-300 then its bounce time, we've been getting up to 330-400 lately, around 7pm to 11pm AEST is the worse time for us, didn't have this trouble a couple of months ago and no it's not on our end as other online games run perfectly.
#269
Posted 20 April 2015 - 05:24 AM
but I've even been told it was over 11,000 one time, so completely unplayable. It started about 7:30pm and went till 11pm, and I have recently been shown new articles that the issues started when Netflix was introduced (coincidence ??)
I have, in a sense, "bandaid" fixed my bad nights by using a VPN.
Anyway, here are some pings I did to the game servers when I was having the issue. I sent these to my ISP (Internode) and they reported nothing wrong from their end.
C:\Users>tracert ns7000228.ip-192-99-40.net
Tracing route to ns7000228.ip-192-99-40.net [192.99.40.107]
over a maximum of 30 hops:
1 <1 ms <1 ms <1 ms 192.168.1.254
2 53 ms 49 ms 51 ms lo0.lns20.mel8.on.ii.net [150.101.32.54]
3 48 ms 49 ms 51 ms xe-1-1-4.cr1.mel4.on.ii.net [150.101.34.159]
4 65 ms 65 ms 67 ms ae2.br1.syd7.on.ii.net [150.101.33.28]
5 214 ms 217 ms 217 ms te0-2-1-2.br1.sjc2.on.ii.net [150.101.33.147]
6 222 ms 217 ms 221 ms eqx.snj.ovh.net [206.223.116.193]
7 221 ms 220 ms 220 ms 198.27.73.249
8 287 ms * 270 ms chi-2-6k.il.us [198.27.73.186]
9 278 ms 280 ms 408 ms mtl-2-6k.qc.ca [198.27.73.173]
10 286 ms 285 ms 287 ms bhs-g2-6k.qc.ca [198.27.73.7]
11 307 ms 309 ms 311 ms bhs-s4-6k.qc.ca [198.27.73.146]
12 290 ms 281 ms 305 ms ns7000228.ip-192-99-40.net [192.99.40.107]
Trace complete.
C:\Users>tracert ns7000277.ip-192-99-40.net
Tracing route to ns7000277.ip-192-99-40.net [192.99.40.181]
over a maximum of 30 hops:
1 <1 ms <1 ms <1 ms 192.168.1.254
2 25 ms 25 ms 24 ms lo0.lns20.mel8.on.ii.net [150.101.32.54]
3 25 ms 24 ms 25 ms xe-1-1-4.cr1.mel4.on.ii.net [150.101.34.159]
4 36 ms 53 ms 36 ms ae2.br1.syd7.on.ii.net [150.101.33.28]
5 188 ms 188 ms 187 ms te0-1-1-2.br1.sjc2.on.ii.net [150.101.33.193]
6 188 ms 188 ms 187 ms eqx.snj.ovh.net [206.223.116.193]
7 212 ms 214 ms 212 ms pal-1-6k.ca.us [178.32.135.169]
8 * * * Request timed out.
9 252 ms 268 ms 252 ms mtl-2-6k.qc.ca [198.27.73.179]
10 255 ms 254 ms 255 ms bhs-g1-6k.qc.ca [198.27.73.5]
11 249 ms 250 ms 249 ms bhs-s4-6k.qc.ca [198.27.73.144]
12 249 ms 276 ms 277 ms ns7000277.ip-192-99-40.net [192.99.40.181]
Trace complete.
Edited by Madcat1, 20 April 2015 - 05:27 AM.
#271
Posted 20 April 2015 - 09:27 AM
At home on Time warner with 110ms, everything is smooth and fine.
At work on Time warner (with one more hop in the connection) 100-110 is completely unplayable, because of the packet loss.
I think at 110 ping, let/fall damage should be switched off. is this possible? lag has legged me many times.
#272
Posted 20 April 2015 - 11:28 AM
One thing that bugs me is when someone (specially if it's a light) is rubber banding while everyone else isn't. The rubber banding mech sometimes may have a lower ping than me, but other times their ping is either the same or higher than mine.
#273
Posted 20 April 2015 - 11:39 AM
H00L1GAN, on 20 April 2015 - 09:27 AM, said:
I think I can probably say that's just not possible. How would they switch it on/off according to player's ping? What would stop players from purposefully lagging out to avoid leg damage? Just not feasible.
#274
Posted 20 April 2015 - 11:59 AM
Also for the last week I've noticed several occasions of really major ping fluctuations during the matches. It usually jumps between 180 and 230. Occurs around the same time - 14.00-15.00 o’clock UTC.
#275
Posted 20 April 2015 - 12:20 PM
#276
Posted 20 April 2015 - 12:48 PM
#277
Posted 20 April 2015 - 12:48 PM
It have been always fact that ping over 120-130 don't allow people to compete against low ping players because hit reg.
It is nothing what you are able to fix, it is just physics.
My ping moves around 120-200 like all my finnish mates.
One reason why some WDMC players (Only finnish, once one of the best competive players) have stopped playing whole game is that they feel they cannot challange top NA players with our pings and hit reg.
PGI Promised EU servers when I bought my Legendary founder. We are still waiting...
Cannot understand how it can be so hard add some servers to EU.
We would like to even rent one for competive games if it just would be possible.
Edited by Myrkky, 20 April 2015 - 12:51 PM.
#278
Posted 20 April 2015 - 01:24 PM
Basically the high ping means that heavies and assaults are mostly playable, but the game was better when the time-to-kill was longer. Trying to run a light with 120 ping is quite hard especially against anyone with a low ping. In game the large ping difference means that usually the low ping players hit before I can see them, and their hitscan weapons work much better than mine.
#279
Posted 20 April 2015 - 09:31 PM
#280
Posted 22 April 2015 - 05:59 AM
10 user(s) are reading this topic
0 members, 10 guests, 0 anonymous users