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Latency of 200+


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#41 Lord Cochrane

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Posted 01 November 2012 - 12:24 AM

I used to get around 220ms when the servers were on the west coast now it's around 270.

Still more than playable at that ping, barring the netcode issues everyone has.

#42 h0UNd

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Posted 01 November 2012 - 12:54 AM

Good luck hunting with a founders Hunchie. 200-230+ (Adelaide)
and a Raven took 5+ ac20 shots, leaving be with no ammo... not happy.

Edited by h0UNd, 01 November 2012 - 12:55 AM.


#43 Lavrenti

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Posted 01 November 2012 - 01:10 AM

View Posth0UNd, on 01 November 2012 - 12:54 AM, said:

Good luck hunting with a founders Hunchie. 200-230+ (Adelaide)
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 Arcturious

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Posted 01 November 2012 - 01:19 AM

Wonder if we can do anything about it. Does anyone have pull with a hosting company. If we put together a presentation on possible profit / loss with costings to PGI they might consider it :rolleyes:

#45 EDMW CSN

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Posted 01 November 2012 - 01:44 AM

View Posth0UNd, on 01 November 2012 - 12:54 AM, said:

Good luck hunting with a founders Hunchie. 200-230+ (Adelaide)
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 KharnZor

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Posted 01 November 2012 - 02:29 AM

errr i'm in Brisbane and even with my lag i still hit people at extreme range with my gauss rifle.
this game is quite playable with a high ping (250 for me)

#47 idle crow

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Posted 01 November 2012 - 02:39 AM

View PostLin Shai, on 31 October 2012 - 03:36 PM, said:


I ... won't take your word for it :rolleyes:

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 Dr Killinger

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Posted 01 November 2012 - 02:45 AM

Johannesburg, South Africa, here. My ping lately is around 285ms, and the game is playable vs anything but a light. I really have little hope vs them. When I watch my local mates shooting at circling lights, even with lasers, they are always shooting 2 meters behind the mech from a spectator's perspective, but on their screen they're hitting spot on. So what the user sees is not really being taken into account at all. Streaks are the only way for me.

Edited by Dr Killinger, 01 November 2012 - 02:45 AM.


#49 EGG

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Posted 01 November 2012 - 03:12 AM

I have 290 ping from Perth. The game is fine so long as you're not in a build which has 50% or more of it's firepower in ballistics (basically some Cent, Dragon and gaussapult builds).

#50 gotthammer

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Posted 01 November 2012 - 03:17 AM

I'm from Metro Manila, Philippines, and I'm happy when my ping is below 300. :rolleyes:
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 Thermal

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Posted 01 November 2012 - 03:23 PM

Adelaide - 260ms or so.

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 FR33JACK

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Posted 01 November 2012 - 03:33 PM

View PostLavrenti, on 31 October 2012 - 01:41 PM, said:

New Zealand: ping always above 200, almost always above 250, sometimes above 300. This isn't a standard FPS, but I still find the high latency is having a significant effect. Ballistic weapons are pointless against moving targets.


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 :D

#53 Asmosis

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Posted 01 November 2012 - 03:45 PM

I play from NZ, and have pings of 250-300ms on average. It makes hitting a moving target with AC cannons or SRMs basically impossible due to the firing authorisation delay + lag shield resulting in having to accurately lead your target by about 1-2 seconds when you take projectile travel time into consideration.

#54 OpCentar

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Posted 01 November 2012 - 03:52 PM

I get around 150ms from Europe.


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 :D

#55 Sickocrow

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Posted 01 November 2012 - 05:32 PM

Just did a little test in an AC2 raven. The game has zero latency compensation or server sight so lead shooting is a bit of a crap fest. I was just swinging the AC2 around in circles seeing how far behind the shot goes and it's pretty bad. With lasers you really have no idea where they are actually hitting.

I'm still trying to figure out with lasers if I should just be tracking dead on target or somewhere in front.

#56 Rattlehead NZ

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Posted 02 November 2012 - 05:29 PM

When fighting Jenners I tend to start shooting 2 mech lengths ahead and keep an eye on his damage. As he will mostly be at full speed you can approximate where in front is the best place to shoot. While this isn't perfect, but at least a get a few hits in every time. Once the knockdown mechanic is back in then we can just run them over and leg them as they stand up again. Rather have that buggy warping system than not have it at all. Probably why there are more Streak Cats on the field.

#57 Cid

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Posted 02 November 2012 - 05:47 PM

View PostRattlehead NZ, on 02 November 2012 - 05:29 PM, said:

When fighting Jenners I tend to start shooting 2 mech lengths ahead and keep an eye on his damage. As he will mostly be at full speed you can approximate where in front is the best place to shoot. While this isn't perfect, but at least a get a few hits in every time. Once the knockdown mechanic is back in then we can just run them over and leg them as they stand up again. Rather have that buggy warping system than not have it at all. Probably why there are more Streak Cats on the field.


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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