Let's Talk About Ping. At What Point Do You Start Actually Noticing A Difference To Your Gameplay?
#461
Posted 11 January 2018 - 04:45 PM
, which suggests to me some bottlenecking during peak on PGI's side.
#462
Posted 11 January 2018 - 06:18 PM
#464
Posted 12 January 2018 - 04:02 AM
As for when actual "errors" occur, 500 and up seem to be where hiccups can occur, like hits not registering, lasers work semi decently.
At over 800 the game pretty much almost never lets you hit anything and at 1000+, its over.
#465
Posted 13 January 2018 - 02:30 PM
#466
Posted 13 January 2018 - 08:57 PM
Jon Cunningham, on 12 March 2015 - 03:22 PM, said:
1-50 ms
50-90 ms
90-140 ms
140-180ms
180-220ms
220-260ms
260-300ms
300-350ms
350-400ms
400+ ms
I have a lot of data from internal tests but I am looking for your experiences. Of course remember that jitter and packet loss fps and many other factors also impact gameplay; I'm just looking for what your subjective experiences are at each range of those pings.
90-140 is when it gets bad. But usually you want it under 90.
#467
Posted 14 January 2018 - 12:55 AM
I do not play with lasers, PPCs and the like,
I use Ballistic, but mainly the big calibers at close range.
LRMs have been my go to weapon, but you do not become a good player with them.
Back in the day I used streaks, and could make an impact on the game.
Why were they nurfed so harshly?
I stop playing at over 300.
I tried the Singapore server, but the stability makes it worse even though the ping is lower at 160-180
#468
Posted 14 January 2018 - 07:43 PM
#469
Posted 19 January 2018 - 06:02 PM
Edited by Throe, 08 November 2018 - 05:09 PM.
#470
Posted 20 January 2018 - 10:33 AM
#471
Posted 22 January 2018 - 04:06 PM
Edited by Throe, 08 November 2018 - 04:34 PM.
#472
Posted 23 January 2018 - 03:00 PM
#473
Posted 30 January 2018 - 03:32 PM
Average Ping NA servers: 250ms
Average Ping European servers: 290ms
It sucks, but down here in NZ and Aussie we learn to compensate and lead targets somewhat. We’d be a heck of a lot more deadly with the latency North American players enjoy ; )
I know from War Thunder that a difference of latency of 60ms was worth maybe 3 aerial kills per match for me, so here in MWO I am guessing it might be 1 (or 2) kills per match and 100 damage lost compared to what we could be doing with half the latency. I have had games with 4 or 5 kills but I think they were be more frequent with a better connection.
#474
Posted 30 January 2018 - 04:48 PM
Sebaztien Hawke, on 30 January 2018 - 03:32 PM, said:
Average Ping NA servers: 250ms
Average Ping European servers: 290ms
It sucks, but down here in NZ and Aussie we learn to compensate and lead targets somewhat. We’d be a heck of a lot more deadly with the latency North American players enjoy ; )
I know from War Thunder that a difference of latency of 60ms was worth maybe 3 aerial kills per match for me, so here in MWO I am guessing it might be 1 (or 2) kills per match and 100 damage lost compared to what we could be doing with half the latency. I have had games with 4 or 5 kills but I think they were be more frequent with a better connection.
Nah MWO has a good HSR, so its not that bad, Befoer HSR yeah it sucked
#475
Posted 12 June 2018 - 08:49 PM
#476
Posted 28 June 2018 - 07:43 AM
@home 100-160ms over ethernet. US servers. Works great.
@home 180-260ms over ethernet. Euro servers. Works great.
@gf 60-120 ms over wifi. US servers. Works great. No clue why this is lower ping than @home over ethernet on US servers.
@gf 180-260 ms over wifi. Euro servers. Works well enough zoom is slightly delayed. same ping over ethernet is no zoom delay. *shrugs*
@gf 300+ ms over wifi. US/Euro servers. It sucks. zooming is very delayed and I often zoom too many times because it. Lots and lots of rubberbanding/teleporting into walls or sides of buildings. I play the round out then quit playing for the night.
Don't notice much difference in my hit registration at any ping but I also run a light mech harassing stationary LURMs. I do notice a big difference in getting hit. Hitting me depends on if I'm rubberbanding (unhittable) or teleporting (unmissable).
Probably going to get asked what is the difference between rubberbanding and teleporting.
The way I classify it:
Rubberbanding is when I'm constantly sliding around as I move. Say I move forward 10m. Mech slide back that 10m then mech move forward again 10m. But i only gave the command once. It is like everything I do is done, undone, and done again for each command.
Teleporting is when I suddenly end up somewhere else often facing a completely different direction but still close (<100m) to where I was before the teleport. Really annoying when this happens when I waste ammo shooting someone only to have my mech rotate X degrees and miss completely. Teammates just see me run into the wall/building like an idiot and wonder wtf I'm doing.
Edited by Credomane, 28 June 2018 - 07:48 AM.
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users