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Light mechs and their lag shields are sort of ruining this game.


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#81 The Cheese

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Posted 19 January 2013 - 05:05 PM

View PostDigital Ninja, on 02 November 2012 - 03:24 AM, said:

Post a screen of your ping. We all play on the same servers and most people don't have this problem. There are only 2 explanations; bad connection or bad players looking for scapegoats.


I have 250-270 ping. Last night I raked 3xML over a stationary cataphract and did not get a hit marker.

I suppose that's my connection?

#82 LethalRose

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Posted 19 January 2013 - 05:51 PM

View PostThe Cheese, on 19 January 2013 - 05:05 PM, said:


I have 250-270 ping. Last night I raked 3xML over a stationary cataphract and did not get a hit marker.

I suppose that's my connection?


Whats your packetloss? have you checked?

If your packetloss is high it doesnt matter if you have a 50 ping or 300 you aren't going to hit much.

#83 M4NTiC0R3X

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Posted 19 January 2013 - 06:37 PM

I don't do it on purpose and I have exceptional ping? But yeah, as of late, light 'mechs are getting harder and harder to hit. Especially the Spider... I don't know what it is but that thing warps.

It's actually starting to bother me that, as of late [as in hasn't always been this way], I have to shoot a ghost 'mech, or the air where it would be. It sucks... I have to first probe swipe on my first shot, and then point ahead of or behind the light in order to actually hit them. I used to laugh at people who had these problems 'cos I didn't have them, now I have them,



Oh yeah and I forgot to say that shooting the air in order to hit means no component targeting... might as well throw a stick at them. Blindfolded.

Edited by M4NTiC0R3X, 19 January 2013 - 06:44 PM.


#84 The Cheese

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Posted 19 January 2013 - 06:49 PM

View PostLethalRose, on 19 January 2013 - 05:51 PM, said:


Whats your packetloss? have you checked?

If your packetloss is high it doesnt matter if you have a 50 ping or 300 you aren't going to hit much.


Posted Image

I check every time before I play. 270 is about the limit that I'll accept if I'm going go ahead and launch the game. Which is why I'm not playing right now. Pingtest is usually within 3-4ms of what I get in-game.

Edited by The Cheese, 19 January 2013 - 06:52 PM.


#85 LethalRose

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Posted 19 January 2013 - 07:12 PM

View PostThe Cheese, on 19 January 2013 - 06:49 PM, said:


Posted Image

I check every time before I play. 270 is about the limit that I'll accept if I'm going go ahead and launch the game. Which is why I'm not playing right now. Pingtest is usually within 3-4ms of what I get in-game.



While PGI is located in Canada their game servers are not. They are located in NY, USA

70.42.29.75/74 is the MWO game server. You are probably getting packetloss and/or bad ping spikes somewhere along the route.

Here is what you do

1) Download pingplotter - http://www.pingplott...m/download.html
2) type in 70.42.29.75 into pingplotter and click trace.

Edited by LethalRose, 19 January 2013 - 07:19 PM.


#86 Yarvoo

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Posted 19 January 2013 - 07:25 PM

I always had issues with finding the lag shield until recently. I started running Cicadas and really paying attention to the crosshair and target info.

Seems to be easier for me to adjust to it when I run a fast mech myself.

Had a couple fun fights, I usually run 1x ERPPC and 3x ML on all my Cicadas. Getting so used to it now I've even won some 1v1 mutual circle strafes with ravens or other lights with a few PPC shots to the legs at top speed, using the lasers to adjust and find the shield. Just need to add a little extra distance ahead to account for the firing delay on the PPC as well.

Obviously it's not ideal, but it IS possible to get used to it.

I would much prefer to have it fixed though.

#87 Easyvue

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Posted 19 January 2013 - 07:25 PM

The lights who deliberately lag themselves out with multiple tabs on refresh and torrenting so that you see them skip and warp across the map are the worst kinds of players. I wish they could detect who was lagging themselves out to make them unhittable and it has nothing to do with another user's connection it is an exploit. When they are so lagged that they warp then aiming ahead no longer is an option to hit them unless blind luck.

#88 LethalRose

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Posted 19 January 2013 - 07:29 PM

View PostEasyvue, on 19 January 2013 - 07:25 PM, said:

The lights who deliberately lag themselves out with multiple tabs on refresh and torrenting so that you see them skip and warp across the map are the worst kinds of players. I wish they could detect who was lagging themselves out to make them unhittable and it has nothing to do with another user's connection it is an exploit. When they are so lagged that they warp then aiming ahead no longer is an option to hit them unless blind luck.


yep there are people who do this. It is not feasible for PGI to detect it though. When they improve their netcode people who do this should only be hurting themselves.

#89 TheGreatNoNo

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Posted 19 January 2013 - 07:36 PM

Your normal ping is 50, your current ping is 250. Downloading **** detected, kicking from match.

I know I know...

Edited by Lost One, 19 January 2013 - 07:36 PM.


#90 The Cheese

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Posted 19 January 2013 - 08:03 PM

View PostLethalRose, on 19 January 2013 - 07:12 PM, said:

While PGI is located in Canada their game servers are not. They are located in NY, USA

70.42.29.75/74 is the MWO game server. You are probably getting packetloss and/or bad ping spikes somewhere along the route.

Here is what you do

1) Download pingplotter - http://www.pingplott...m/download.html
2) type in 70.42.29.75 into pingplotter and click trace.


You sure that IP is correct? pingplotter is reporting a solid 100% loss over 5 minutes of testing and nslookup doesn't know what that IP is. I have no trouble connecting to a match right now.

The jump before the IP you noted (70.42.24.196) shows 0% packet loss and only a few ms jitter.

Pingtest to NY:
Posted Image

Note, still 0% to NY. If there's a problem, it aint me.

Edit: That IP does come up as an Internap (server hosting company) machine in LA, but can't be pinged, which would explain the 100% loss. A security measure I assume.

Edited by The Cheese, 19 January 2013 - 08:13 PM.


#91 LethalRose

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Posted 19 January 2013 - 10:52 PM

View PostThe Cheese, on 19 January 2013 - 08:03 PM, said:


You sure that IP is correct? pingplotter is reporting a solid 100% loss over 5 minutes of testing and nslookup doesn't know what that IP is. I have no trouble connecting to a match right now.

The jump before the IP you noted (70.42.24.196) shows 0% packet loss and only a few ms jitter.

Pingtest to NY:
Posted Image

Note, still 0% to NY. If there's a problem, it aint me.

Edit: That IP does come up as an Internap (server hosting company) machine in LA, but can't be pinged, which would explain the 100% loss. A security measure I assume.




Use pingplotter and do a test for 10-15 mins. Maybe play a few games and see if anything odd shows up.

that IP isn't giving you back data because PGI is blocking those requests.

Edited by LethalRose, 19 January 2013 - 10:56 PM.


#92 The Cheese

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Posted 19 January 2013 - 11:49 PM

View PostLethalRose, on 19 January 2013 - 10:52 PM, said:

Use pingplotter and do a test for 10-15 mins. Maybe play a few games and see if anything odd shows up.


I could test all day and still know that's it's an MWO specific problem. No other online game that I play has the same issues. When I play Hawken or PS2 on US servers, I still have to lag shoot, but my hits always register.

Let's just say that I did test it while I played the game. If anything anomalous shows up, that would only support my argument that it's MWO, not my connection.

Let's also say that everyone who is reporting issues that would fit under the "netcode" umbrella actually just has a bad connection. Why then, do these issues not show up in every other online game that they play? Would that mean that these other games have measures to minimise or negate the effects of these bad connections? Why does MWO not employ these measures?

At this point I should say that nothing you can ask me to test is going to change my opinion on this. I'm sure that some people have connections that are less than perfect, but assuming that everyone who has issues just has a bad connection doesn't help anyone.

#93 LethalRose

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Posted 20 January 2013 - 02:57 AM

Quote

I could test all day and still know that's it's an MWO specific problem. No other online game that I play has the same issues. When I play Hawken or PS2 on US servers, I still have to lag shoot, but my hits always register.

Let's just say that I did test it while I played the game. If anything anomalous shows up, that would only support my argument that it's MWO, not my connection.

Let's also say that everyone who is reporting issues that would fit under the "netcode" umbrella actually just has a bad connection. Why then, do these issues not show up in every other online game that they play? Would that mean that these other games have measures to minimise or negate the effects of these bad connections? Why does MWO not employ these measures?

At this point I should say that nothing you can ask me to test is going to change my opinion on this. I'm sure that some people have connections that are less than perfect, but assuming that everyone who has issues just has a bad connection doesn't help anyone.


I'm not saying that everyone that is having issues has a bad internet connection and I hope PGI's netcode changes help. I'm just trying to show people that it may not be an issue with PGI's netcode but clearly you don't want to hear it so I will stop wasting my time trying to help you.

Edited by LethalRose, 20 January 2013 - 02:59 AM.


#94 The Cheese

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Posted 20 January 2013 - 03:01 AM

View PostLethalRose, on 20 January 2013 - 02:57 AM, said:

I'm just trying to show people that it may not be an issue with PGI's netcode


The netcode has been acknowledged by the development team as sub par and is being worked on. What more proof do you need that it's broken?

Don't get me wrong, I know that you were trying to see if the connection was the problem. I'm telling you that it's not.
There are simply too many people from too many places reporting exactly the same thing for it to be a problem with their internet connections.

Edited by The Cheese, 20 January 2013 - 03:06 AM.


#95 The Amazing Atomic Spaniel

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Posted 20 January 2013 - 03:20 AM

View PostVoo4386, on 19 January 2013 - 07:25 PM, said:

I usually run 1x ERPPC and 3x ML on all my Cicadas. Getting so used to it now I've even won some 1v1 mutual circle strafes with ravens or other lights with a few PPC shots to the legs at top speed, using the lasers to adjust and find the shield. Just need to add a little extra distance ahead to account for the firing delay on the PPC as well.

Obviously it's not ideal, but it IS possible to get used to it.


This would have been acceptable in the early 2000s, but it is now 2013. There simply is no excuse for this bit of lazy, stupid game design by PGI.

#96 BaronofBeanDip

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Posted 29 January 2013 - 11:05 PM

I've never had hitbox issues when firing at lights. Anytime I miss, it was because it was a legit miss(I don't have the best aim). And I've never had issues with people hitting me in my light. In fact, my light mechs are usually a wreck by the end of a match.

No, usually the only trouble I have with lights is when they legitimately are outside of my firing arcs.

#97 Khobai

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Posted 29 January 2013 - 11:51 PM

Uh there was obviously a netcode problem because PGI admitted it and took steps to fix it...

I typically have under 50ms ping. Before the most recent patch, when I fired at light mechs and hit them on my screen, it would register no damage. Anyone claiming that only people with bad pings are affected is an obvious troll.

After the most recent patch though, when I fire at light mechs and hit them on my screen, it now registers as a hit (reticle turns red). Although even if I hold the laser on them for the entire duration they only seem to take partial damage from it. But its a marked improvement over how it was.

Edited by Khobai, 29 January 2013 - 11:54 PM.


#98 Rocket2Uranus

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Posted 07 February 2013 - 01:57 PM

i think lag shield issues is DEEP in their coding.
they refuse to answer questions about lag shield. they won't even admit it. (at least i never saw an official post about it)
while players are speaking about it (and proof that increase of people using light mechs) proves that there IS something very wrong going on in game.

but anyways, i stopped playing this game since lag shield has appeared. i keep coming back to forums to see if lag shield complaints have stopped but I see it keeps going and going.

so PGI got $30 bucks out of me and aren't even looking into the issue. so... yeah.... i'm pretty pissed.

Edited by Rocket2Uranus, 07 February 2013 - 01:58 PM.


#99 Gaan Cathal

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Posted 07 February 2013 - 02:10 PM

View PostRocket2Uranus, on 07 February 2013 - 01:57 PM, said:

they refuse to answer questions about lag shield. they won't even admit it. (at least i never saw an official post about it)


There were those patchnotes where they said they were implementing fixes to the lagshield. And, y'know, a bunch of posts in the runup to that. Pretty open about the fact that it was a Cryengine2-based issue and they were communicating with Crytek on it.

So yeah...

Posted Image

#100 Ngamok

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Posted 07 February 2013 - 02:13 PM

Maybe this is goiong on?





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