I'm more at 300+ ping on average. :3


I Am Once Again Reminded That Ping Makes A Massive Difference To Gameplay
Started by Jun Watarase, Nov 29 2016 08:35 AM
27 replies to this topic
#21
Posted 01 December 2016 - 11:45 AM
#22
Posted 01 December 2016 - 02:57 PM
Jun Watarase, on 29 November 2016 - 08:35 AM, said:
Earlier today, I was playing a match on the oceanic server and noticed that my ping was about 120ms. It used to be about 250+ ms, I guess my ISP or someone along the route finally fixed the problem.
I was instantly reminded of how much I missed 120ms ping. On paper, 250ms isnt much for a round trip...that's only about 1/4th of a second. In practice, the difference is massive.
For example, shooting moving mechs with lasers actually hurts them. You know how every now and then you will see someone in a cicada or raven running around at like, 64 kph or some insanely slow speed? I could alpha them 3 times and they wouldn't even lose a side torso. With 120ms ping, mechs were just popping like balloons with a mediocre laser vomit build.
Everything is so snappy and responsive. There is no noticeable delay between pulling the trigger and the weapon firing, instead of the usual 0.5-1 second firing delay. This is a pretty huge deal when you are using something like SRMs. Weapons firing instantly when you want them to is just amazing.
Damage calculation happening instantly is also amazing. With 250 ms ping, there's about a half second delay before the shot actually registers (and your shot can be nullified if someone with lower ping kills you or takes out your weapon, even if you fired first on your screen). There's no delay with 120 ms ping. If someone has a red CT and i dump some SRMs into it, he instantly drops dead instead of clinging to life for an extra half second. It's like an entirely different game. With just 3x SRM-6s, people actually take significant damage...it no longer feels as if i'm throwing spitballs.
And the amount of damage I am suddenly able to tank from players in the 250ms range also makes a huge difference in survivability. I've had assault brawlers round the corner and hit me with a massive spread of SRMs, and all it did was scratch my armor. After every shoot out, I look at my paper doll and am amazed to see how little damage I've taken.
I can only imagine what the holy grail of sub 50 ms ping feels like.
I'm not sure if this is just something unique to MWO or something that is common to all similar games. From a technical standpoint, is it normal for a difference of 130ms to make such a massive difference?
I was instantly reminded of how much I missed 120ms ping. On paper, 250ms isnt much for a round trip...that's only about 1/4th of a second. In practice, the difference is massive.
For example, shooting moving mechs with lasers actually hurts them. You know how every now and then you will see someone in a cicada or raven running around at like, 64 kph or some insanely slow speed? I could alpha them 3 times and they wouldn't even lose a side torso. With 120ms ping, mechs were just popping like balloons with a mediocre laser vomit build.
Everything is so snappy and responsive. There is no noticeable delay between pulling the trigger and the weapon firing, instead of the usual 0.5-1 second firing delay. This is a pretty huge deal when you are using something like SRMs. Weapons firing instantly when you want them to is just amazing.
Damage calculation happening instantly is also amazing. With 250 ms ping, there's about a half second delay before the shot actually registers (and your shot can be nullified if someone with lower ping kills you or takes out your weapon, even if you fired first on your screen). There's no delay with 120 ms ping. If someone has a red CT and i dump some SRMs into it, he instantly drops dead instead of clinging to life for an extra half second. It's like an entirely different game. With just 3x SRM-6s, people actually take significant damage...it no longer feels as if i'm throwing spitballs.
And the amount of damage I am suddenly able to tank from players in the 250ms range also makes a huge difference in survivability. I've had assault brawlers round the corner and hit me with a massive spread of SRMs, and all it did was scratch my armor. After every shoot out, I look at my paper doll and am amazed to see how little damage I've taken.
I can only imagine what the holy grail of sub 50 ms ping feels like.
I'm not sure if this is just something unique to MWO or something that is common to all similar games. From a technical standpoint, is it normal for a difference of 130ms to make such a massive difference?
You should try 3ms ping... absolute hax... great for farming pugs...
#23
Posted 01 December 2016 - 03:18 PM
im in Australia and we dont believe in funding vital infrastructure, so im sitting at 240-400+.
#24
Posted 01 December 2016 - 03:34 PM
I never noticed a difference between 45ms and 300ms. I tend to alternate between playing mostly on NA and APAC, so I play both pretty equally. I only notice that weapon explosions happen a little later, but it still seems like my shots are going where I put them anyways.
#25
Posted 01 December 2016 - 04:00 PM
Oh i would do anything to get my 25ms ping again! A couple months ago i moved to the country and the only service available from my isp was satellite...600 to 700ms is the best i can get. But +1200 is the average and unplayable
#26
Posted 01 December 2016 - 07:03 PM
Tarogato, on 01 December 2016 - 03:34 PM, said:
I never noticed a difference between 45ms and 300ms. I tend to alternate between playing mostly on NA and APAC, so I play both pretty equally. I only notice that weapon explosions happen a little later, but it still seems like my shots are going where I put them anyways.
I think it has more to do with being steady and not having packet loss. I've had matches start where it said my ping was ~40 but yet everything seemed wrong, and matches where it said ~250 and everything was perfect. I think you're more likely to have issues at the higher pings but when its steady its not much different than low ping. They even changed zoom from server side to client side to get rid of the always there disadvantage that used to cause.
#27
Posted 01 December 2016 - 10:39 PM
Almond Brown, on 01 December 2016 - 09:02 AM, said:
HSR re-calcs are substantially reduced thus making hits actual hits way more. That would be the main benefit I can think of right off.
I thought the whole point of HSR was that it gives you the damage you should have gotten if you had low ping. Because it can see that your crosshair was on target and re-calculate accordingly.
blood4blood, on 01 December 2016 - 09:19 AM, said:
If your ISP fixed something, and based on your description they did, you're not just seeing a ping fix, you're seeing less packet loss.
Whats the NA server IP so i can double check if i get any packet loss there?
#28
Posted 01 December 2016 - 11:03 PM
250-350 ping 5k packet loss and 5-25 FPS..it's a nightmare,but I still love trying to shoot things
I watch vids of people playing on 120 fps and sub 40 ping and it looks like a totally different experience.

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