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Gg...the Lag Shield Seems To Be Buffed For Small Mechs


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#1 athlonduke

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Posted 04 December 2012 - 06:59 PM

I can't hit squat anymore, little mechs are litterally skipping over my screen so i have no clue where they are. i accept that speed is supposed to do that, but they are friggin invulnerable right now.

#2 athlonduke

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Posted 04 December 2012 - 08:11 PM

i got bored.
http://youtu.be/pcpc-qwmiMM

that's a typical night for me whenever i pug. everyone wanders off on their own, i might get 1 kill and now the lag/sync issues are HORRIBLE. at the end of the video the screen is all over the place, constantly zipping around.

i think i figured out how to use camtasia better, future records will be 30fps :)

#3 Araxes

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Posted 04 December 2012 - 08:14 PM

Supporting this. With a UK ping (usually 100 or so), fast lights skip around the map quite a bit worse than they did pre-patch, to the point I'm having to lead targets by a full length or more with lasers.

We know the netcode needs work, and we know you're working on it - but it should be getting better, not worse! :)

#4 Tranquilo Sunrise

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Posted 04 December 2012 - 08:16 PM

I only noticed this happening with lights with ECM equipped. I was still able to hit jenners fine.

#5 Ninja Penguin

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Posted 04 December 2012 - 08:49 PM

you didnt hit F9 to show your FPS... but I would say from that Vid you are less then 25fps so yes I would expect things to skip across your screen.

#6 Zanathan

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Posted 04 December 2012 - 09:04 PM

It's not always FPS, I have a constant 45-60fps but extremely high ping ranging from 250-380ms (I'm from Australia) and the lights skip normally. I've gotten used to it and generally try to deal with them using SSRMs in my mechs (generally 1-2 SSRMs if the mech hardpoint allows it) but will have to see how this goes now with ECM around. No doubt it will make it harder ...

#7 athlonduke

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Posted 05 December 2012 - 04:41 AM

i'm usually around 40-50fps. it's not a fps issue, i'm pretty sure it's some kind of sync issue. especially around corners, things just skip around

#8 King Arthur IV

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Posted 12 December 2012 - 06:32 AM

lag shield is huge on small mechs. have no clue where to shoot,

#9 DerSpecht

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Posted 12 December 2012 - 06:41 AM

View Postathlonduke, on 05 December 2012 - 04:41 AM, said:

i'm usually around 40-50fps. it's not a fps issue, i'm pretty sure it's some kind of sync issue. especially around corners, things just skip around


your whole video looks unplayable to me.. just try again with low graphics and see if you notice a difference...

#10 Kill Dozer

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Posted 12 December 2012 - 08:24 AM

ECM/Lag Warp lights are almost impossible to kill now because of:
~ECM blocking streaks (the only reliable method of killing lights)
~Poor hit detection
~Poor netcode
~Lag

There's no reason a light should be able to harass the full assault force of the OPFOR, for the entire game, without being killed by the 50 hits he takes doing so.

#11 Badgerbanger

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Posted 12 December 2012 - 08:35 AM

ECM also adds to lag apparently.

It's why everyone is making an ECM Streakmando these days.

#12 xX_Nero_Xx

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Posted 12 December 2012 - 08:48 AM

if you played mw3 lol that was a lag shield but one good thing came from us that did play it we know how to lag shoot still and can lead and find that sweet spot useally,and that skill also has help with leading with guass ac/20 and ppcs

#13 Kyone Akashi

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Posted 12 December 2012 - 08:52 AM

And still I experience neither lags, nor do I have difficulty tracking down and killing fast-movers. Or heavier 'Mechs that move at 120+ kph speed (yes, they exist!) ...

Technically, unless 100% of all users are affected, logic would dictate that the issue exists only on those clients that complain about it rather than being a general issue, and thus is sourced in something that sets those clients apart from the rest such as network issues.

OP's video was quite interesting, though. Of course yelling "lagshield" is so much easier than admitting to insufficient hardware affecting the gameplay. Makes me wonder how many of those "lagshield" complaints have anything to do with lag at all.

Honestly, I recommend tweaking the settings a bit, or purchasing better hardware, or looking for updated drivers. The display flicker really did not look good and certainly was not normal...!

Edited by Kyone Akashi, 12 December 2012 - 08:54 AM.


#14 Agent 0 Fortune

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Posted 12 December 2012 - 08:56 AM

The raven seems to have some additional issues with its hitboxes, which get compounded by lagshield. And of course the raven is the most popular.

#15 ChaosAvenger0

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Posted 16 December 2012 - 05:51 AM

Location, location, location. I came to find out what 'lag shield' was about and I just realize that I don't have to worry about it now. I'm fairly close to the game servers (almost always between 20-60ms).

If you guys are any great distance from the Beta servers in Canada it's not going to go away. If we're all lucky there might be a plan to launch globaly distributed servers.

#16 Moonsavage

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Posted 16 December 2012 - 05:54 AM

Ultimately, fast mechs are moving around too fast. The lag shoeld wouldn't be an issue if they had to slow down to turn, or fell over if they ran over a car at 149kph.

#17 The Amazing Atomic Spaniel

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Posted 16 December 2012 - 06:06 AM

The lag shield is mostly down to ping and ping is mostly down to distance from the servers.

Players in Canada and the US with pings in the 10 - 70 range probably won't see much of a lag shield, even on fast-moving objects. I guess most players in Europe will have pings in the 100 - 150 range and will see significant lag problems. Players in Australia and Asia will probably have pings of 250+ and will see very significant lag issues.

It's not down to PC hardware, it's down to the size of the planet and PGIs 1990's net code which doesn't predict mech locations well enough to create the illusion of synchronicity.

Edited by RocketDog, 16 December 2012 - 06:08 AM.


#18 Dibster

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Posted 16 December 2012 - 06:10 AM

View PostKing Arthur IV, on 12 December 2012 - 06:32 AM, said:

have no clue where to shoot,


This. They can basically be anywhere between their actual shown location and one to three mechs worth ahead of where they are shown. They also warp two to three times each second which makes it all the more difficult to find them. The most use I've ever gotten out of a tag is pointing it at thin air ahead of an enemy mech to see where the crosshair turns red and that's where I should fire mah lazors. The lag shield was always an issue but the warping came with patches and got worse and worse with later patches ever since.

#19 Rex Budman

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Posted 16 December 2012 - 06:15 AM

View Postathlonduke, on 04 December 2012 - 08:11 PM, said:

i got bored.
http://youtu.be/pcpc-qwmiMM

that's a typical night for me whenever i pug. everyone wanders off on their own, i might get 1 kill and now the lag/sync issues are HORRIBLE. at the end of the video the screen is all over the place, constantly zipping around.

i think i figured out how to use camtasia better, future records will be 30fps :ph34r:


Heck - you're not running a solo build...

#20 MadPanda

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Posted 16 December 2012 - 06:20 AM

What's worse is that the crosshair that goes red when you are supposedly hitting something gives out false readings. Played a quick roll over game last night where I only met one really fast light mech (jenner surprisingly) and hit him with my lasers (or I thought I hit him seeing as the crosshair went red) and in the end game screen I had 0 damage. Nevertheless you can deal with the lag shielded light mechs if there are like 1 or 2 of them, but ofc there are many people now rolling out with their streak ecm commandos and ravens that you can end up facing up to 5 of them in the enemy team. Really crappy games when you are playing a heavy or an assault.





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