Marines + hitbox lag = invincable?
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Join Date: 2010-07-26 Member: 72884Members
I spectated a marine that was whooping my ass every time I saw him.
He went 44:0 (tyrsis is the name)
Some very impressive shooting skills with just Machine gun and Shotgun.
This is him vs 2-3 skulks sometimes.
I won't say cheating was occurring but it's fishy... it's clear that the game engine's built in hit detection lag a la half-life 2 is way too high.
We need this fixed or servers need to modify the tickrate or whatever is required.
He went 44:0 (tyrsis is the name)
Some very impressive shooting skills with just Machine gun and Shotgun.
This is him vs 2-3 skulks sometimes.
I won't say cheating was occurring but it's fishy... it's clear that the game engine's built in hit detection lag a la half-life 2 is way too high.
We need this fixed or servers need to modify the tickrate or whatever is required.
Comments
He went 44:0 (tyrsis is the name)
Some very impressive shooting skills with just Machine gun and Shotgun.
This is him vs 2-3 skulks sometimes.
I won't say cheating was occurring but it's fishy... it's clear that the game engine's built in hit detection lag a la half-life 2 is way too high.
We need this fixed or servers need to modify the tickrate or whatever is required.<!--QuoteEnd--></div><!--QuoteEEnd-->
I do the same thing and it isn't cheating, it's knowing where to shoot and where to position yourself. It's also knowing when to stop firing the lmg. It only takes a few bullets to nail a skulk. I've only noticed severe hitreg issues on servers that cannot handle the game. (Pings are fine but everything appears to be at 400+ ms)
Obviously the hitbox lag in NS2 is being "compensated" which no modern games need to do thats noticeable anymore (broadband hello!)?
Running behind walls and getting hit up to 300+ms later is bad design.
Exactly, until there is 0 MS lag (never, speed of light/friction) there will ALWAYS interpolation going on, NS2's needs work but isn't that bad
Obviously the hitbox lag in NS2 is being "compensated" which no modern games need to do thats noticeable anymore (broadband hello!)?
Running behind walls and getting hit up to 300+ms later is bad design.<!--QuoteEnd--></div><!--QuoteEEnd-->
There is no modern FPS game that doesn't compensate. There hasn't been since the Halflife 1 era.
this is completely incorrect. Router processing delay contributes waaaaay more than 50% of the latency basically any connection that is more than a single hop.
to give you an idea, it takes light 16ms to travel from California to New york. Thus the ping, which is the round trip, would be 32 ms. I get a ping of 120 to new york on a good day ... so 'speed of light delay' accounts for less than 1/3 of the travel time in optimal conditions. Some times my ping to new york is 200 ms, the difference in time is down to the number of hops my traffic has to make before it reaches the server.
44:0 tells me there is something not right with the hitboxes or registering the hits or compensation of some sort.
Good for him for finding where to shoot and move but 44:0 means it needs fixing.
to give you an idea, it takes light 16ms to travel from California to New york. Thus the ping, which is the round trip, would be 32 ms. I get a ping of 120 to new york on a good day ... so 'speed of light delay' accounts for less than 1/3 of the travel time in optimal conditions. Some times my ping to new york is 200 ms, the difference in time is down to the number of hops my traffic has to make before it reaches the server.<!--QuoteEnd--></div><!--QuoteEEnd-->
You missed the 'systems they have to go through part'.
TL DR
<!--quoteo(post=2052166:date=Dec 28 2012, 06:07 AM:name=soccerguy243)--><div class='quotetop'>QUOTE (soccerguy243 @ Dec 28 2012, 06:07 AM) <a href="index.php?act=findpost&pid=2052166"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->back on topic:
44:0 tells me there is something not right with the hitboxes or registering the hits or compensation of some sort.
Good for him for finding where to shoot and move but 44:0 means it needs fixing.<!--QuoteEnd--></div><!--QuoteEEnd-->
How exactly does it tell you that lol
The Battlefield games up to and including BF2 felt like they had no lag compensation. Spread was really bad so I couldn't hit anything anyway.
44:0 tells me there is something not right with the hitboxes or registering the hits or compensation of some sort.
Good for him for finding where to shoot and move but 44:0 means it needs fixing.<!--QuoteEnd--></div><!--QuoteEEnd-->
I once ended up winning a game as alien with something like 25:0, does that mean something needs fixing?
If marine is on your screen, and you bite him, it should register as a bite period. You don't have to hit "where the hitbox actually is," you just have to hit where you see him.
This is why you can get shot around corners, because on the marine's screen he still sees you. If he sees you, he shoots you, and the server is okay with that.
If I'm right and you are wrong, you've got some facepalming to do.
Edit: And to the honest, I find better alien players FAR more common than good marine players unless you go to the high skill servers.
Making sure you join a server with 100% performance and a low ping is critical. This game does NOT handle lag well and if the server CPU is lagging, its just terrible. Servers tend to get lag spikes so before you join a server, click it in the list every 2 seconds - every time you click it updates the PING and PERFORMANCE so you can see more than 1 sample.
My biggest gripe is the gorge spit hit detection and the general delay in damage as any character, as others mentioned. If my ping + the enemy ping is 50 + 40 = 90 ms total latency, then how does it make any sense that the delay in damage from the marine shooting me is about 500-1000 ms? I fly away out of sight as a lerk when I take the first bullet, only to die a half second later or be almost dead because on the marines screen, I was just sitting there while he shot the crap out of me.. 90 ms total latency should not equate to 500-1000 ms delay between players.
Every opponent couldn't aim OR get lucky? Was every engagement he was in against only 1 alien?
I guess going 44:0 doesn't prove something is awry but going 40:2 proves the other team is all noobs?
Regardless of K:D you have to agree there is something a bit off with the hit detection or latency compensation or something. Reference this guys post <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=126330" target="_blank">As a mostly 12v12 player, there's some crap mechanics that need fixing </a>
IIRC we were well capable of low latency connections on dialup, but RS232 serial link over voice design introduced a mandatory 50ms delay (leading to a minimum RTT of 100ms.) I heard there were some analog modems (not ISDN, which didn't have this problem to begin with) that got around this problem by using higher (out of voice band) frequencies, but were in limited use due to only being able to work with one another rather than just any old modem, and no ISP would add them for a limited audience, especially when existing modems were considered "good enough" for the vast majority of users.
Voice grade lines were easily capable of "out of voice band" communication since the late 70's/early 80's due to the need to prevent phreaking (the infamous 2600hz captain crunch whistle) so I know that wasn't the issue.
44:0 tells me there is something not right with the hitboxes or registering the hits or compensation of some sort.
Good for him for finding where to shoot and move but 44:0 means it needs fixing.<!--QuoteEnd--></div><!--QuoteEEnd-->
^^^that's stupid way of thinking.....
I've only played NS2 for 2 days , but there was one game on marines where I started out 20:0, taking out 2-3 skulks at once in some instances. A lot of it was also because I would let some other person go into a room ahead of me and the skulks would go after that person while I killed them.
You can't judge the netcode based on someones score.
I have had absolutely no problems with the netcode inthis game.
I've only played NS2 for 2 days , but there was one game on marines where I started out 20:0, taking out 2-3 skulks at once in some instances. A lot of it was also because I would let some other person go into a room ahead of me and the skulks would go after that person while I killed them.
You can't judge the netcode based on someones score.
I have had absolutely no problems with the netcode inthis game.<!--QuoteEnd--></div><!--QuoteEEnd-->
Saying there are no problems is just as ignorant as saying there are only problems. It needs fixing but it isn't as bad or good as everyone seems to think it is. Humans react in extremes. Not a surprise that its always IT NEVER WORKS and IT ALWAYS WORKS.