Marines + hitbox lag = invincable?

UnoidUnoid 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.

Comments

  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    <!--quoteo(post=2052015:date=Dec 27 2012, 03:13 PM:name=Unoid)--><div class='quotetop'>QUOTE (Unoid @ Dec 27 2012, 03:13 PM) <a href="index.php?act=findpost&pid=2052015"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--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)
  • UnoidUnoid Join Date: 2010-07-26 Member: 72884Members
    The game reminds me of Quake 1 TF. as a sniper on 28,8k modem I had to lead my red dot 2 feet in front of bad guys on two fort to get kills.

    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.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2012
    FYI bandwidth increase on the intertubes doesn't actually decrease latency, it just changes how much data can be transferred and in terms of games not much has changed in the amount of data transfer required... The tech of good engines is still running/inspired by quake and unreal code AFAIK
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    <!--quoteo(post=2052030:date=Dec 27 2012, 04:42 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 27 2012, 04:42 PM) <a href="index.php?act=findpost&pid=2052030"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->FYI bandwidth increase on the intertubes doesn't actually decrease latency, it just changes how much data can be transferred and in terms of games not much has changed in the amount of data transfer required... The tech of good engines is still running/inspired by quake and unreal code AFAIK<!--QuoteEnd--></div><!--QuoteEEnd-->

    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
  • AzaralAzaral Join Date: 2012-11-19 Member: 172408Members
    edited December 2012
    Bandwidth has gotten to the point that the pings are now created by the physical distance the electrons must travel and the systems they must go through. For games at least.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=2052027:date=Dec 27 2012, 04:34 PM:name=Unoid)--><div class='quotetop'>QUOTE (Unoid @ Dec 27 2012, 04:34 PM) <a href="index.php?act=findpost&pid=2052027"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The game reminds me of Quake 1 TF. as a sniper on 28,8k modem I had to lead my red dot 2 feet in front of bad guys on two fort to get kills.

    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.
  • Katana-Katana- Join Date: 2008-11-25 Member: 65575Members
    <!--quoteo(post=2052151:date=Dec 27 2012, 06:58 PM:name=Azaral)--><div class='quotetop'>QUOTE (Azaral @ Dec 27 2012, 06:58 PM) <a href="index.php?act=findpost&pid=2052151"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bandwidth has gotten to the point that the pings are now created by the physical distance the electrons must travel and the systems they must go through. For games at least.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • soccerguy243soccerguy243 Join Date: 2012-12-22 Member: 175920Members, WC 2013 - Supporter
    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.
  • AzaralAzaral Join Date: 2012-11-19 Member: 172408Members
    <!--quoteo(post=2052161:date=Dec 27 2012, 08:41 PM:name=Katana-)--><div class='quotetop'>QUOTE (Katana- @ Dec 27 2012, 08:41 PM) <a href="index.php?act=findpost&pid=2052161"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You missed the 'systems they have to go through part'.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    edited December 2012
    <!--quoteo(post=2052167:date=Dec 28 2012, 06:11 AM:name=Azaral)--><div class='quotetop'>QUOTE (Azaral @ Dec 28 2012, 06:11 AM) <a href="index.php?act=findpost&pid=2052167"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You missed the 'systems they have to go through part'.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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
  • DestherDesther Join Date: 2012-10-31 Member: 165195Members
    <!--quoteo(post=2052152:date=Dec 28 2012, 03:09 AM:name=Swiftspear)--><div class='quotetop'>QUOTE (Swiftspear @ Dec 28 2012, 03:09 AM) <a href="index.php?act=findpost&pid=2052152"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is no modern FPS game that doesn't compensate. There hasn't been since the Halflife 1 era.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    edited December 2012
    <!--quoteo(post=2052166:date=Dec 27 2012, 11:07 PM:name=soccerguy243)--><div class='quotetop'>QUOTE (soccerguy243 @ Dec 27 2012, 11:07 PM) <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-->
    I once ended up winning a game as alien with something like 25:0, does that mean something needs fixing?
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    edited December 2012
    Bites should be clientside anyway, so I don't even know why this topic exists.

    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.
  • RaZDaZRaZDaZ Join Date: 2012-11-05 Member: 167331Members, Reinforced - Shadow
    edited December 2012
    Some people are just better than you, ever considered it? In addition, the fields of green make it easy to score skulk kills and a good marine is going to get multiple kills especially with a shotgun.

    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.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    There does seem to be something wrong with gorge spit, all too often i shoot at close range and fails to do any damage, sometimes a marine can be walking directly towards you in your face and you don't even see anything happening, fix the gorge and make him more useful in combat, he may not be a fighter but that's no excuse for poor spit detection!
  • joederpjoederp Join Date: 2012-11-02 Member: 165992Members
    Using a players score as evidence is ridiculous, I have gone 40:2 and I'm not even that good, I just happen to be in a server that filled up with noobs suddenly.

    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.
  • soccerguy243soccerguy243 Join Date: 2012-12-22 Member: 175920Members, WC 2013 - Supporter
    44:0 and you don't think something is wrong just hit detection (not with skill ceiling or floor)? LOL.
    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>
  • AlphaWolfAlphaWolf Join Date: 2003-01-11 Member: 12175Members
    edited December 2012
    <!--quoteo(post=2052030:date=Dec 27 2012, 05:42 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 27 2012, 05:42 PM) <a href="index.php?act=findpost&pid=2052030"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->FYI bandwidth increase on the intertubes doesn't actually decrease latency, it just changes how much data can be transferred and in terms of games not much has changed in the amount of data transfer required... The tech of good engines is still running/inspired by quake and unreal code AFAIK<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • ResRes Join Date: 2003-08-27 Member: 20245Members
    <!--quoteo(post=2052166:date=Dec 28 2012, 12:07 AM:name=soccerguy243)--><div class='quotetop'>QUOTE (soccerguy243 @ Dec 28 2012, 12:07 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-->


    ^^^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.
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    <!--quoteo(post=2052376:date=Dec 28 2012, 01:07 PM:name=Res)--><div class='quotetop'>QUOTE (Res @ Dec 28 2012, 01:07 PM) <a href="index.php?act=findpost&pid=2052376"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->^^^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.<!--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.
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