

How Do You Cope With The Infamous Lagshield?
#61
Posted 19 December 2012 - 03:58 PM
#62
Posted 19 December 2012 - 04:08 PM

#63
Posted 19 December 2012 - 04:40 PM
Lefty Lucy, on 19 December 2012 - 03:52 PM, said:
In 8 v 8 matches, I'm probably one of the worst light pilots in my crew. I die a lot more frequently because in 8 mans the enemy team is much more likely to have ECM, streaks, and LRMs coordinated with their ECM/ECCM strategy.
My conclusion from these facts is that there is indeed a lag shield protecting me, which when combined with ECM protecting me from guided weapons when the enemy team is not prepared for it makes me next to invincible, because really I'm just not that good.
I have had the same experience now that I'm running the trollmando more often.
4-man queue, match after match, just doing way better than I should be. And, like you, in 8v8 I am failmmando...
#64
Posted 19 December 2012 - 04:50 PM
#65
Posted 19 December 2012 - 04:53 PM
Kraven Kor, on 19 December 2012 - 04:40 PM, said:
I have had the same experience now that I'm running the trollmando more often.
4-man queue, match after match, just doing way better than I should be. And, like you, in 8v8 I am failmmando...
Yeah that sounds like when I use my ECM commando, everything goes fine unless I run into a really really laggy ecm light or just get out numbered. But if I try running my 1D wih med laser and SRM6 against any laggy light or just one with ssrm.... Well.. lets just say that I would probably be better off just running at the enemy hitting ctrl+z until the game forgets that it isn't MW4 and lets me self destruct on them.
Edited by dario03, 19 December 2012 - 04:54 PM.
#66
Posted 19 December 2012 - 11:49 PM
Agent 0 Fortune, on 19 December 2012 - 03:24 PM, said:
If you are suggesting that a I have to lead a 5ms Raven the same amount as a 250ms Raven, that is inaccurate.
A raven that with a 5ms ping will provide much more reliable information than a Raven that is on a 1/4 second delay (250ms). NOTE: 150Km/hr x 1000m/Km x 1hr/60min x 1min/60sec = 41.67 meters in 1 second or 10.4m per 250ms, so in the time it takes for a ping that 150KPH Raven is 10.4m from its last location.
To speed things up, the server doesn’t wait for the Raven to report in before sending your client information, UNTIL you pull the trigger. Then the server has to verify the enemies location, which is going to be 10.4m away from where it was when you pulled the trigger.
I am not saying that my ping isn't a factor, it is. However it is constant every single match, and much, much lower than 250ms (and I’m generally moving a fraction of 150kph).
I think you are wrong on this.
First, your own movement is partially a client side effect to hide lag. What you see visually is not your actual position on the server. It is what your position will be when your client's message reaches the server, if server approves the move your client tries to do. If it doesn't approve, you warp/glide on your screen.
At the same time, the server sends you data of other mechs. I guess it updates closer ones with higher accuracy, or the ones in your fov. Anyway, your clients gets info where they were.
Now your client has two choises (I don't know the exact mechanic this game uses): Either show the position of the enemy as it is (or was at the time server send you the packet), or try to predict where he will be at the time your current visual position reaches the server. Or something between. First option is accurate, but late info, and requires you to shoot ahead. Second option kind of helps with lag shield, if your client predicted right, but if it predicted wrong, you see the enemy at a wrong place and your client will adjust the position of the enemy after it gets the next packet (enemy will warp/glide). However, second option means that even if the client predicted right (circle strafing), you still have to get approval to fire from your server. So, you pull the trigger and send message to server that you fire. By the time your message reaches the server, the enemy has moved. So, in essence, it is your ping that dictates how much you have to lead.
Considering how the mechs seem to move and warp, I think the ones that warp a lot turn a lot, so the prediction algorithm can't guess where they go next. So, only the server knows their true position.
Since neither of these ways to show the enemy position is perfect, they should change the netcode to similar used in Counter Strike: When you fire at the enemy, the server, after recieving your fire order, checks back in time to see where the enemy was at the time you fired. That way you would always hit what you aim for. Although this techique is not perfect either, it removes the lag shield. The only problem is that if your ping is high, you could make it to cover only to find out that you get hit after that, through the building. But this, for me, would be a lesser problem. Then you wouldnt have to predict the enemy movement, you could use the actual position he had, thus no warping.
#67
Posted 20 December 2012 - 12:01 AM
#68
Posted 20 December 2012 - 01:04 AM
Lefty Lucy, on 19 December 2012 - 03:52 PM, said:
In 8 v 8 matches, I'm probably one of the worst light pilots in my crew. I die a lot more frequently because in 8 mans the enemy team is much more likely to have ECM, streaks, and LRMs coordinated with their ECM/ECCM strategy.
My conclusion from these facts is that there is indeed a lag shield protecting me, which when combined with ECM protecting me from guided weapons when the enemy team is not prepared for it makes me next to invincible, because really I'm just not that good.
At least you are honest :3
#69
Posted 20 December 2012 - 01:11 AM
I was just in quite a few matches where the porting of all speedy mechs, not just lights (The Cicada) porting like I'm back on 56k. It was quite the sight. No matter how Much I led the enemy, during that extended period, the enemy would change paths which makes your leading calculation obsolete.
#70
Posted 20 December 2012 - 01:18 AM
Kraven Kor, on 19 December 2012 - 01:28 PM, said:
At least for lasers, ballistics are a bit harder to use, but I still manage.
When I notice it, I just try to lag shoot - don't like that I have to, but it works for the most part.
Now, when I'm all ballistic, well, "Help! GetitoffmegetitoffmeGETITOFFOFMEEEEEEEeeeee!"

Pretty much this.
#71
Posted 20 December 2012 - 01:23 AM
#72
Posted 20 December 2012 - 01:25 AM
Taizan, on 20 December 2012 - 01:23 AM, said:
So; aim at nothing, expect to hit nothing, use nothing to pull the trigger and then, do nothing...
#73
Posted 20 December 2012 - 01:31 AM
Rex Budman, on 20 December 2012 - 01:25 AM, said:
So; aim at nothing, expect to hit nothing, use nothing to pull the trigger and then, do nothing...
Rex Budman, on 20 December 2012 - 01:25 AM, said:
So; aim at nothing, expect to hit nothing, use nothing to pull the trigger and then, do nothing...
Thats the way I've successfully taken down some lights :-D As soon as I try to aim I won't be able to hit it.
#74
Posted 20 December 2012 - 01:50 AM
#75
Posted 20 December 2012 - 01:55 AM
Adrienne Vorton, on 20 December 2012 - 01:50 AM, said:
I only have to worry about it on people with crappy pings, just a matter of leading...wven with lasers.
#76
Posted 20 December 2012 - 02:05 AM
Most lag-shielded lights won't go near a big group of enemies alone. If this light is brave or good enough to take us all on, at least there's more than just me to shoot at now.
#77
Posted 20 December 2012 - 02:17 AM
#78
Posted 20 December 2012 - 02:25 AM
Lights move as teleports-guy if his ping lower than my ping, i must to get 2-3 corpse aim ahead for any REAL hits (otherwise i see damage animation instead of real target damage), even from laser weapons (aim-ahead for direct-fire weapons? oh my...). With ballistics weapons same situation (lasers ray is slower than a bullets?). Don't offer missile for me, pls... Where rockets speed tweaks? My lrm can't catch-up uber-fast lights...then, if light mech install the MASC, it will be faster than a bullets?

#79
Posted 20 December 2012 - 02:48 AM
#80
Posted 20 December 2012 - 02:55 AM
1 LBX AC/10 + 3 SSRM + 1 Centurion + the fastest engine i can cram in to it... Buuuut then again that is my solution for most lights lagshield or not in a PUG situation.
When i run with the wall teamwork seems to work best
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