This Is The Crappy Netcode All Of Us Are Complaining About
#21
Posted 22 January 2013 - 10:01 PM
#22
Posted 22 January 2013 - 10:03 PM
#23
Posted 22 January 2013 - 10:07 PM
HRR Insanity, on 22 January 2013 - 10:03 PM, said:
Netcode + variable ping = random.
I am not nor have I ever been a robot or a targeting computer
Also, I've personally seen the hit animation but no actual paperdoll damage hundreds of times, which can be seen several times in the linked vid.
Are we seriously still arguing about the ACTUAL existence of netcode issues? Really?
Edited by Thirdstar, 22 January 2013 - 10:09 PM.
#24
Posted 22 January 2013 - 10:21 PM
Thirdstar, on 22 January 2013 - 09:33 PM, said:
Devs please stop wasting time on non-existent netcode issues.
lol ya this get on bringing back collisions and MASC as making mechs go faster should be fine since the netcode is fine
HRR Insanity, on 22 January 2013 - 10:03 PM, said:
so it DOES exist you say?
#25
Posted 22 January 2013 - 10:32 PM
#26
Posted 22 January 2013 - 10:39 PM
Thirdstar, on 22 January 2013 - 10:07 PM, said:
I am not nor have I ever been a robot or a targeting computer
You don't have to be. Just lead your targets based on their speed and direction relative to your fire.
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Please see the post I linked. What you see on your client has no relationship to what damage is being done on the server.
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No. It's busted. They're trying to fix it.
#27
Posted 22 January 2013 - 10:45 PM
At least until the improvements are ready to try out. (at which point the speedcap would go back to what it is now)
Maybe reduce it to 100km/h ? Probably still be some lagsheilding going on, but not as much.......
Either way, everyone should take note of HRR insanitys linked thread there, especially newbies to the game. Im somewhat in the process of making a vid to show exactly what he is talking about, to make it even easier for newbies to understand.
#28
Posted 22 January 2013 - 11:04 PM
HRR Insanity, on 22 January 2013 - 10:39 PM, said:
You don't have to be. Just lead your targets based on their speed and direction relative to your fire.
I know what you are saying.
calculating the random amount of distance that individually varies between all enemy mechs visibly and their actual hitboxes, factored into the current angle they are moving at perpendicular to your screen and adjusting your lead based on that, blah blah, but man I really wish people with their lag shooting master skills would post up lagshield problem videos as they see it. That way I can see what they have to deal with lol. like from the OPs video. That looks like it is waaaaay easy to compensate for such miniscule amounts of lag. If only it was like that all the time, I wouldn't even complain.
And my ping is only 110-120. I can't even imagine people who have ping worse than mine have to deal with.
Edited by Ghogiel, 22 January 2013 - 11:05 PM.
#29
Posted 23 January 2013 - 12:02 AM
Ghogiel, on 22 January 2013 - 11:04 PM, said:
My ping sits between 250-500ms, which is still considered good from Australia btw.
To hit a full speed raven, I have to aim 2-4 mech lengths in front (as in from the tip of the raven's CT to the back of its rear CT) and pray they didn't change direction in the last second.
This is why I use streaks and LRMs - its practically impossible to hit them with lasers. Super frustrating when it animates your lasers hitting them and causing heat on their armour but the paper doll doesn't show any damage.
#30
Posted 23 January 2013 - 12:13 AM
a combination of poor hitboxes rit reag/netcode and ping lag can lead to shocking results i'm constantly shooting lasers into airpockets to get a red reticle even on heavy mechs that have come to a halt. and if they rubberband in a different direction you just shot out to nowhere get cussed by others for being a noob whilst said target gets a free shot on you. it's no fun.
however WE KNOW ALL THIS ALREADY! so it really doesn't need to be said anymore the devs know about this and the netcoders have a sweat shop job of fixing it so take a break and wait for the fix patches.
Edited by GalaxyBluestar, 23 January 2013 - 12:14 AM.
#31
Posted 23 January 2013 - 12:21 AM
GrabbleRus, on 22 January 2013 - 09:33 PM, said:
Yes, how dare they hold a developer to a standard of quality representative of the tech available in 2013. Madness I say. Sorry to burst your bubble, but we bitched about bad hit detection and crappy hit boxes back in the days of yore too - and rightly so.
#32
Posted 23 January 2013 - 12:30 AM
Fooooo, on 22 January 2013 - 10:45 PM, said:
There was a point, long, ago, when they didn't even have the engine restrictions they currently have in place.
Jenners were literally moving faster than light, teleporting across the battlefield...
#33
Posted 23 January 2013 - 02:24 AM
ALL in lagshield cicada´s, I think they enjoy this sheet -.- but everytime I see them i drop the obligatory "netcode, please" into the chat
Edited by elbloom, 23 January 2013 - 02:26 AM.
#34
Posted 23 January 2013 - 02:34 AM
athlonduke, on 22 January 2013 - 08:39 PM, said:
That's really the whole issue with this, no one knows where the hell any of these lights are. they are moving faster than the servers can keep up with.
video highlights:
Commando: I got lucky as hell. teammate, not so much.
fire and "hit" 1: animation looks like I hit, but no damage registered
wtf laser: i'm "hitting" 2 mechs ahead of the target.
fire and "hit" 2: again, the game thinks I hit but no damage is registered. There's a huge explosion and everything!
http://youtu.be/Ycjmj5EqNM0
Check my sig.
#35
Posted 23 January 2013 - 03:13 AM
Nalin, on 22 January 2013 - 09:47 PM, said:
See, lasers are a "damage over time" (DOT) weapon. That means they only do damage when in contact with a mech. Well, I am sorry to point out that yours weren't in contact with the enemy. This may be the problem you are experiencing. I would recommend that you keep your lasers pointed at enemy mechs instead of pointing them at walls and/or the ground.
I hope you can use these suggestions to become a better gamer in the future.
Bad Advice from Bad Player is Very Bad.
toxx1790, on 22 January 2013 - 09:59 PM, said:
You are leading the same amount for lasers as you are for ballistics and you wonder why they do no damage? You do know that light travels faster than bullets, right?
Pay no attention to the cursor behind the curtain.
#36
Posted 23 January 2013 - 03:14 AM
Nalin, on 22 January 2013 - 09:47 PM, said:
See, lasers are a "damage over time" (DOT) weapon. That means they only do damage when in contact with a mech. Well, I am sorry to point out that yours weren't in contact with the enemy. This may be the problem you are experiencing. I would recommend that you keep your lasers pointed at enemy mechs instead of pointing them at walls and/or the ground.
I hope you can use these suggestions to become a better gamer in the future.
#37
Posted 23 January 2013 - 03:17 AM
Darkrook, on 22 January 2013 - 08:55 PM, said:
Problem is, the tweak is in the same spot as it was months ago
no its´not... for me it´s gotten way way better since november... at least the warping of fast runners is gone, and there is close to no problem hitting a light after some practice... i know that´s not for all of you, but i doubt i am the only one seeing many improvements on the netcode, and like already said: they are not stopping to work on it...
Edited by Alex Warden, 23 January 2013 - 03:17 AM.
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