Anyone else have problems with lag interp/dying around corners?
Pakars
Join Date: 2010-11-24 Member: 75262Members
It feels like I lose 70-80% of my lerks, and 30-40% of my fades to getting shot after I've passed a corner or otherwise left the FOV of the marines that were shooting at me by getting cover between us.
In addition, if a marine knows where he should aim as he passes a corner to, say, shoot a skulk biting an RT, he can usually get 50-70 damage off before the skulk can react, because he's dealing damage before he appears on the alien's screen(If you can keep your aim steady, you'll usually snipe the skulk before he can get away, because his model lingers for ~70-100 ms). I've done this countless times in the ~300 hours I've put into this game. It feels as if the only way to keep that from happening is to constantly sidestep, because the marine can't actually see where you are to shoot you.
Going further beyond these obvious(?) flaws, it's extremely difficult to see where marines/skulks are actually looking if they're actively turning, and if you time your dodging based on the model of your opponents, you WILL get shot, guaranteed. This is most obvious with shotguns and railguns, which hit extremely hard in one hit. If you snap turn and shoot, there's actually no time for the alien to register that they've been aimed at, or even been noticed.
If an alien is moving very quickly, and they look behind them as they die, you can see that the shot(s) that killed them actually landed somewhere behind them, sometimes significantly so.
Does anyone have comments on this?
In addition, if a marine knows where he should aim as he passes a corner to, say, shoot a skulk biting an RT, he can usually get 50-70 damage off before the skulk can react, because he's dealing damage before he appears on the alien's screen(If you can keep your aim steady, you'll usually snipe the skulk before he can get away, because his model lingers for ~70-100 ms). I've done this countless times in the ~300 hours I've put into this game. It feels as if the only way to keep that from happening is to constantly sidestep, because the marine can't actually see where you are to shoot you.
Going further beyond these obvious(?) flaws, it's extremely difficult to see where marines/skulks are actually looking if they're actively turning, and if you time your dodging based on the model of your opponents, you WILL get shot, guaranteed. This is most obvious with shotguns and railguns, which hit extremely hard in one hit. If you snap turn and shoot, there's actually no time for the alien to register that they've been aimed at, or even been noticed.
If an alien is moving very quickly, and they look behind them as they die, you can see that the shot(s) that killed them actually landed somewhere behind them, sometimes significantly so.
Does anyone have comments on this?
Comments
Because it isn't
It is. See http://forums.unknownworlds.com/discussion/comment/1964888/#Comment_1964888
On an unrelated note - hooray, long live the king!
Ad topic, yes, I get shot with a lerk this way all the time, I peek around a corner and immediately pull back, but still get hit the moment I am flying away, out of sight. An online game is always a compromise between various versions of a shared "reality". Online games actually prefer the version of the attacking player, because if the version of "server reality" was enforced all across the clients, you would experience bullets going through enemies all the time which is very annoying. This way, it's more acceptable, but just as "off". The latency can be worked around, but never eliminated.
But also AAA games like Batlefield 3 have those problems. I very often die around a corner in BF3, and they have all the capacities to make a solid netcode. They just didn't really care I guess..
Surely every skulk attack would involve half the skulk then clipping directly into the marine victim? I personally have never witnessed this happen.
Not saying you are wrong, I guess the rotation argument shows that the camera must be centred on the model. It just seems like other peculiarities would present then, thought I haven't seen them.
seriously, tf2 hit reg is notoriously bad.
ns2 is flawless compared to that. yes, it does have noticible 'latency' of 100ms or whatever - but at least it's consistent and you can adapt by not standing still to give the marine 100ms of target practice.
The issue is how the interp and low client update rate affects ns2's very fast paced, reactionary, positional combat (melee vs ranged). It is important to know the actual location of the other player, their shooting status or bite timing, and have your own dodging moves be 'realized' as soon as possible etc. More so than ranged vs ranged combat.
What also sucks is stuff like onos stomp, attaching to ladders, and stuff that modifies your movement and position in the context of lag compensation. e.g. all it takes is 200ping to become unable to dodge onos stomp, as well as smoothly climb up ladders.
Yes, obviously the internet presents obvious latency issues, but when you have players with 15-30 ping to the server, you'd expect to feel less 'lag compensation' than there currently is. Especially if you want to take competitive play and connecting the world seriously.
In console, type net_lag 2000. This will add 2000 latency your connection. You can shoot someone and have them two rooms away, but if you regged damage, they will seemingly randomally take damage.
In pubs, it's usually around a corner, so it's not as bullshit.
If anything i get shot behind corners less compared to bf3.
But that's not really saying much is it
Man are you annoying, and wrong.
Seems to happen more as lerk to me than anything else.
East Wing and Topographical are in different maps, so this is an impressive feat.
No that's just plane wrong, once upon a time everything was run on the server and being shot round corners never existed. It should have continued to be those with the lowest latency to the server get the best performance and if you want to play on a non-local server you get penalised because of it. If for some reason you wanted to play with people outside of your geographical region for example, then add a zero ping server option rather than annoy everyone. The reason why this is so horrible in NS is because the damage feedback is so poor.
2) Games where the players move slower, the "getting killed around a corner" effect is lessened, but it is still there.
3) Because of NS2's alien models and because the speed at which the aliens travel, only make the "getting killed behind a corner" more noticable.... it isn't because NS2's lag compensated netcode is any worse or better than other games.
Gonna need his ping, your ping, and server tick rate to determine whether that has anything at all to do with interp.
In any case, I spent the weekend playing on UK servers and I was very impressed at how well the game played with 180 ms ping times. Occasionally, as Marine, it was tough to get all my shots in before I was chomped to death but otherwise it was consistently smooth and eminently playable. I really can't complain about the net code in NS2. It really is rather good.
Also, the issue of seemingly being shot around corners very rarely happens to me. It's a phenomenon that is indicative of over-extending with higher lifeforms, which is something you learn to avoid as your situational awareness increases with experience.
Fuuuuuuuck off you know what I mean
Now, I don't know if anything can be done, but just saying that it's like this in every multiplayer game isn't a good enough excuse, imho, due to the above point.