Hawkwings, on 16 January 2013 - 11:13 AM, said:
Please explain how a high ping player will ever have an advantage. Be sure to consider three points of view (player A, Player B, and Server) and show your work.
Someone asked for an example about three pages ago.
Ping55 and Ping1000 both run across the ends of an alley on River City facing each other.
Example #1 - Both cross alley at same time.
- Ping55 sees and shoots Ping1000.
- Ping1000 sees an empty alley. The visible-shootable image of Ping55 is 1000ms behind the alley.
- Both mechs finish the cross and Ping1000 sees his damage ragdoll light up 1000ms after it happened.
Example #2 - Ping55 runs across the alley 1000ms before Ping1000.
- Ping55 sees an empty alley.
- Ping1000 sees and shoots Ping55.
- Ping55 sees his damage ragdoll light up 55ms after it happened.
Example #3.
Ping55 and Ping1000 are running through the open water shooting at each other with lasers directly to center torso.
A top-down view of live server state would show:
- Ping55 shooting at the back edge of Ping1000
- Ping1000 spraying empty space well behind Ping55.
- They would both be registering center torso hits.
- Ping55 and Ping1000 would each see a nice steady bead on each other’s chests
- Ping55 would see his ragdoll light up 55ms after the event.
- Ping1000 would see his ragdoll light up 1000ms after the event.
So the heavily lagged get the odd occasion where they get a free shot at a ghost of someone who has already passed by. But this is strongly offset by them having their lag time added to any possible reaction to sudden events (like weapons fire).
The way to picture this is to imagine that your movement is leaving behind ghost images of yourself that last for a short duration. The lag impaired people of the world have to shoot your ghosts to hit you. But we all still exist on the server in exactly one place with one damage ragdoll. No where has anyone said that the lagged person will have hits removed should they make evasive maneuvers in their somewhat out of date view. The only thing that exists in the past is your hitboxes.
There will be some interesting details that come up.
A. Do they throw away shots from mechs that are dead but just don't know it?
B. Do they throw away weapons fire from components that are already destroyed in real time?
C. What does spectator mode show? Stream out current server state COD theater mode whiners all over again. Dup the player packets and ... if the spectator is more lagged or less lagged than the player they are watching... ow... my brain.
A) Yes.

Judgement Call
C) Glad this isn't my job.