Latency of 200+
#41
Posted 01 November 2012 - 12:24 AM
Still more than playable at that ping, barring the netcode issues everyone has.
#42
Posted 01 November 2012 - 12:54 AM
and a Raven took 5+ ac20 shots, leaving be with no ammo... not happy.
Edited by h0UNd, 01 November 2012 - 12:55 AM.
#43
Posted 01 November 2012 - 01:10 AM
h0UNd, on 01 November 2012 - 12:54 AM, said:
and a Raven took 5+ ac20 shots, leaving be with no ammo... not happy.
I'm amazed you could hit the damn thing at all. I generally avoid using ballistic weapons on crossing targets, I might as well throw rocks at them for all the good it does.
#44
Posted 01 November 2012 - 01:19 AM
#45
Posted 01 November 2012 - 01:44 AM
h0UNd, on 01 November 2012 - 12:54 AM, said:
and a Raven took 5+ ac20 shots, leaving be with no ammo... not happy.
I gave up.
Used 2 large lasers. Group 1.
1 med pulse and 3 MGs for lulz (disarmed a wang once and cored an Atlas with it !) Group 2
An AMS.
#46
Posted 01 November 2012 - 02:29 AM
this game is quite playable with a high ping (250 for me)
#47
Posted 01 November 2012 - 02:39 AM
Lin Shai, on 31 October 2012 - 03:36 PM, said:
I ... won't take your word for it
I kinda do software engineering for a living. Specifically distributed systems / computing. That's the IP address your game client is connecting to and I can guarantee you that "almost all online games" don't connect to it.
Now ... it's quite possible (and actually more than likely) that it's a load balancer due to the nature of this game (they have a number of servers that are used for running the actual matches each with their own IP), but that doesn't change the data center that it's living in.
The servers are located in Toronto Ontario Canada. This is why I have a 9-13ms ping in game. The reason the server are in Canada is most likely because PGI is a Canadian company and moving the server to the east coast reduced latency issues for euro.
Likely have more euro players then oceanic atm.
#48
Posted 01 November 2012 - 02:45 AM
Edited by Dr Killinger, 01 November 2012 - 02:45 AM.
#49
Posted 01 November 2012 - 03:12 AM
#50
Posted 01 November 2012 - 03:17 AM
Same thing when I play World of Tanks NA (WoT SEA is better, lag/ping-wise, but I'd still rather play on NA)
And, yeah, the high ping can get annoying (since I like using ballistic stuff, or stuff that act like cannons which are affected by 'delay', like an AC/20 or ER PPCs)...but, it's Mechwarrior. So, whatever.
#51
Posted 01 November 2012 - 03:23 PM
Hitting lights its really hard. With lasers you need to *lead* typically 2 raven widths in front of the raven at 150m (for my latency anyway). You need to target and lock the mech, then watch the paper doll to see if you do any damage, rinse lather, repeat.
When you spectate, you'll see players consistenly trying to target -yet they significantly lag their target- that is more representative of the server thinks is going on.
To the devs.... your dev time is expensive, and renting VM server capacity is cheap. It will be easier and cheaper to put in some more servers than it will be to code around the problem.
#52
Posted 01 November 2012 - 03:33 PM
Lavrenti, on 31 October 2012 - 01:41 PM, said:
It's strange, cause I am far more from US than New Zealand and I have solid 150-160. I am playing from Russia btw
#53
Posted 01 November 2012 - 03:45 PM
#54
Posted 01 November 2012 - 03:52 PM
Ballistics are useless vs 130kph lights, only thing that works are pulse lasers and LRM/SSRM.
It's really funny when you get circled by a Dragon and you hit his CT but the damage registers on the L/R arm
#55
Posted 01 November 2012 - 05:32 PM
I'm still trying to figure out with lasers if I should just be tracking dead on target or somewhere in front.
#56
Posted 02 November 2012 - 05:29 PM
#57
Posted 02 November 2012 - 05:47 PM
Rattlehead NZ, on 02 November 2012 - 05:29 PM, said:
very good point!
with a bad ping your only chance to consistantly hit a fast light is with streaks or LRMs, and that might very well be the cause streak-cats and streak commandos are getting more and more popular.
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