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      • 110. Re: Explain instant death in Call of Duty.
        maccabi

        Stdlib_h wrote:

         

        So basically, what we're saying is that in the absence of the apparent suddenness of my death, I would be tipping my hat because the play would most likely have wrecked me, anyway.

         

         

         

         

        on of the biggest issues with cod and this isnt directed at anyone just an statement of fact is the assumption that when you died you shouldnt have, as a result people then refer to killcams and blaming everything under the sun to justify that their death was BS.

        Fact is though is the majority of cases you would've died anyways the difference is while it looked like on your sceen yo were one shot or shot round a corner, without any form of lag comp you'd have the situation where you would be happily running a long and then just drop down dead for no apparent reason.

        • 111. Re: Explain instant death in Call of Duty.
          Izjar11

          lewdmouth wrote:

           

          Not true. If both the high ping and low ping player round the corner at the same time, the low ping player will not see the high ping player for the extra time it takes the high ping players character model to show up rounding the corner. The high ping player will see the low ping player first. Most low bandwidth connections bottleneck on the upload side. So the "crappy" connection player receives downloads quick enough but does not send uploads in a timely manner which means they will have the advantage of seeing other players before the other players see them.

           

             Ping is a measure of both upload and download speed together. A connection could have a very good download speed and a very bad upload speed which is usually the case in low bandwidth connections. If ping could be measured with download speed separate from upload you would see that low bandwidth connections would have a much better ping on the download side than the upload side. This gives players with choked bandwidth on the upload side a distinct advantage over players that have both a fast upload and download. It puts the high ping character models way out of position on other players screen compared to where they actually are on their own screens. While the low ping players character is much more in sync in time with their character models.


          Only a few ways to fix this. First would be to pool players with similar pings in matchmaking. High ping players pooled with other high ping players (including party's that include one or more high ping players) and pool low ping players with other low ping players. Another way would be to limit bad upload players ability to download game information faster than it sends upload game information through netcoding.  Other way would be for the server to stop trusting the laggy players hit registration as being timely when they go above a certain ping threshold, say 75ms or so.

          You really prove how s-----pid people can get, thanks

          • 112. Re: Explain instant death in Call of Duty.
            ghamorra

            maccabi wrote:

             

            Stdlib_h wrote:

             

            So basically, what we're saying is that in the absence of the apparent suddenness of my death, I would be tipping my hat because the play would most likely have wrecked me, anyway.

             

             

             

             

            on of the biggest issues with cod and this isnt directed at anyone just an statement of fact is the assumption that when you died you shouldnt have, as a result people then refer to killcams and blaming everything under the sun to justify that their death was BS.

            Fact is though is the majority of cases you would've died anyways the difference is while it looked like on your sceen yo were one shot or shot round a corner, without any form of lag comp you'd have the situation where you would be happily running a long and then just drop down dead for no apparent reason.

            They also don't realize that the game pretty much has a near instant death TTK anyways when it runs optimally. People underestimate how short .250 seconds is. That's a quarter of a second it takes to kill you and that's with just an average gun in a 0.0 multiplier area of your body. I'm not sure what the exact numbers are after this recent patch, but post patch the R5 could kill you in 2 shots to the chest up close. Even the slightest bit of lag and that can appear as instant.

             

            I don't know why people don't realize this.

            • 113. Re: Explain instant death in Call of Duty.
              CallofDookie2014

              Izjar11 wrote:

               

              lewdmouth wrote:

               

              Not true. If both the high ping and low ping player round the corner at the same time, the low ping player will not see the high ping player for the extra time it takes the high ping players character model to show up rounding the corner. The high ping player will see the low ping player first. Most low bandwidth connections bottleneck on the upload side. So the "crappy" connection player receives downloads quick enough but does not send uploads in a timely manner which means they will have the advantage of seeing other players before the other players see them.

               

                 Ping is a measure of both upload and download speed together. A connection could have a very good download speed and a very bad upload speed which is usually the case in low bandwidth connections. If ping could be measured with download speed separate from upload you would see that low bandwidth connections would have a much better ping on the download side than the upload side. This gives players with choked bandwidth on the upload side a distinct advantage over players that have both a fast upload and download. It puts the high ping character models way out of position on other players screen compared to where they actually are on their own screens. While the low ping players character is much more in sync in time with their character models.


              Only a few ways to fix this. First would be to pool players with similar pings in matchmaking. High ping players pooled with other high ping players (including party's that include one or more high ping players) and pool low ping players with other low ping players. Another way would be to limit bad upload players ability to download game information faster than it sends upload game information through netcoding.  Other way would be for the server to stop trusting the laggy players hit registration as being timely when they go above a certain ping threshold, say 75ms or so.

              You really prove how s-----pid people can get, thanks

              Everyone on this forum is "average"...

              • 114. Re: Explain instant death in Call of Duty.
                VECTORdude

                CallofDookie2014 wrote:

                 

                Izjar11 wrote:

                 

                lewdmouth wrote:

                 

                Not true. If both the high ping and low ping player round the corner at the same time, the low ping player will not see the high ping player for the extra time it takes the high ping players character model to show up rounding the corner. The high ping player will see the low ping player first. Most low bandwidth connections bottleneck on the upload side. So the "crappy" connection player receives downloads quick enough but does not send uploads in a timely manner which means they will have the advantage of seeing other players before the other players see them.

                 

                   Ping is a measure of both upload and download speed together. A connection could have a very good download speed and a very bad upload speed which is usually the case in low bandwidth connections. If ping could be measured with download speed separate from upload you would see that low bandwidth connections would have a much better ping on the download side than the upload side. This gives players with choked bandwidth on the upload side a distinct advantage over players that have both a fast upload and download. It puts the high ping character models way out of position on other players screen compared to where they actually are on their own screens. While the low ping players character is much more in sync in time with their character models.


                Only a few ways to fix this. First would be to pool players with similar pings in matchmaking. High ping players pooled with other high ping players (including party's that include one or more high ping players) and pool low ping players with other low ping players. Another way would be to limit bad upload players ability to download game information faster than it sends upload game information through netcoding.  Other way would be for the server to stop trusting the laggy players hit registration as being timely when they go above a certain ping threshold, say 75ms or so.

                You really prove how s-----pid people can get, thanks

                Everyone on this forum is "average"...

                Nope, I think we've all seen worse than average on the forums.

                • 115. Re: Explain instant death in Call of Duty.
                  CallofDookie2014

                  VECTORdude wrote:

                   

                  CallofDookie2014 wrote:

                   

                  Izjar11 wrote:

                   

                  lewdmouth wrote:

                   

                  Not true. If both the high ping and low ping player round the corner at the same time, the low ping player will not see the high ping player for the extra time it takes the high ping players character model to show up rounding the corner. The high ping player will see the low ping player first. Most low bandwidth connections bottleneck on the upload side. So the "crappy" connection player receives downloads quick enough but does not send uploads in a timely manner which means they will have the advantage of seeing other players before the other players see them.

                   

                     Ping is a measure of both upload and download speed together. A connection could have a very good download speed and a very bad upload speed which is usually the case in low bandwidth connections. If ping could be measured with download speed separate from upload you would see that low bandwidth connections would have a much better ping on the download side than the upload side. This gives players with choked bandwidth on the upload side a distinct advantage over players that have both a fast upload and download. It puts the high ping character models way out of position on other players screen compared to where they actually are on their own screens. While the low ping players character is much more in sync in time with their character models.


                  Only a few ways to fix this. First would be to pool players with similar pings in matchmaking. High ping players pooled with other high ping players (including party's that include one or more high ping players) and pool low ping players with other low ping players. Another way would be to limit bad upload players ability to download game information faster than it sends upload game information through netcoding.  Other way would be for the server to stop trusting the laggy players hit registration as being timely when they go above a certain ping threshold, say 75ms or so.

                  You really prove how s-----pid people can get, thanks

                  Everyone on this forum is "average"...

                  Nope, I think we've all seen worse than average on the forums.

                  I concur, everyone that lives or has ever lived has been nothing more than average...

                  • 116. Re: Explain instant death in Call of Duty.
                    lewdmouth

                    Izjar11 wrote:

                     

                    lewdmouth wrote:

                     

                    Not true. If both the high ping and low ping player round the corner at the same time, the low ping player will not see the high ping player for the extra time it takes the high ping players character model to show up rounding the corner. The high ping player will see the low ping player first. Most low bandwidth connections bottleneck on the upload side. So the "crappy" connection player receives downloads quick enough but does not send uploads in a timely manner which means they will have the advantage of seeing other players before the other players see them.

                     

                       Ping is a measure of both upload and download speed together. A connection could have a very good download speed and a very bad upload speed which is usually the case in low bandwidth connections. If ping could be measured with download speed separate from upload you would see that low bandwidth connections would have a much better ping on the download side than the upload side. This gives players with choked bandwidth on the upload side a distinct advantage over players that have both a fast upload and download. It puts the high ping character models way out of position on other players screen compared to where they actually are on their own screens. While the low ping players character is much more in sync in time with their character models.


                    Only a few ways to fix this. First would be to pool players with similar pings in matchmaking. High ping players pooled with other high ping players (including party's that include one or more high ping players) and pool low ping players with other low ping players. Another way would be to limit bad upload players ability to download game information faster than it sends upload game information through netcoding.  Other way would be for the server to stop trusting the laggy players hit registration as being timely when they go above a certain ping threshold, say 75ms or so.

                    You really prove how s-----pid people can get, thanks

                    Considering you had to search the internet to find a rebuttal (that has nothing to do with the conversation) you most definitely fall into the lower half.

                    • 117. Re: Explain instant death in Call of Duty.
                      maccabi

                      Considering who he was replying to I think he spent his time well

                      • 118. Re: Explain instant death in Call of Duty.
                        gotsomestars

                        12 pages of information and still it comes down to the same two people trying to push incorrect information. And when proven wrong (for 6 months and counting) resort to name calling and semantics. Why you guys still bother with these 2 is beyond me. No matter how many facts are presented they still cling to their steamy piles of bs......

                        It has been very entertaining.

                         

                        I'll be sure to tip. In the form of bit coin obviously.

                        • 119. Re: Explain instant death in Call of Duty.
                          mdub

                          gotsomestars wrote:

                           

                          I'll be sure to tip. In the form of bit coin obviously.

                          darth-vader-thumbs-up.jpg

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