It isnt just you. Its always been there. I notice it all the time, especially when using the shotgun and waiting the skulk to close in a bit to (hopefully) one shot it. A lot of times i end up taking 1-2 bites before even firing the shot because the skulk seems to still be so far away. You can actually see it pretty well in this screenshot compilation peregrinus posted in the screenshot thread.
In the 4th shot you can see just how behind the parasite is hitting. And after that the huge bite range (blood spurts from the leg). And it isnt just because he is speccing, especially the biting always seems to hit from distances like that, no idea whats going on with the parasite tho.
It does happen with marines too. For example you ambush a shotgun marine and start biting his back. You notice he starts to turn and you leap away. You lag back a bit and die as your cameraview continues to leap. Also sometimes the damage from marine weapons comes in one huge burst instead of a continuous stream of damage. Noticed this many times as myself being the alien, and as a marine shooting one. Sometimes you can unload almost a full magazine of the lmg on a fade thats far away without it even reacting. Same has happened to me many times, attacking a group of 2 marines with an ambush, take down one with no damage to yourself, and then suddenly you die because the other marine actually shot full magazine on you, and the damage then gets added on you with a single burst. Same happens a lot with the pistol, especially when shooting really fast with it.
Also i feel the client can predict way too far ahead of whats actually happening on the server. Many times when destroying a structure i have taken it down to 0% and then running away as not to die, only to second later notice that the building didnt actually get destroyed but actually had 1-2% still left. One way to test this nicely is to delete the viewmodel from skulk for example, which gives your client unlimited attack speed because the game uses the animations for it. If you join a server and then bite structures, you can go as far as completely destroying them on your client and only then after that the server sends you the correct info about the structures real state.
Something that is also probably linked to the networking is the collisions. Nothing more annoying than running/leaping through marines/aliens. You can easily test this too, simply having a skulk and marine walk towards eachother and then maybe the skulks jumps/strafes very slightly and youll notice that you just clip through eachother constantly.
So all in all, the networking and collisions(with other performance included) still leaves a lot to be desired, and can be quite gamebreaking. But then again im sure the devs already know this and are working on it.
<!--quoteo(post=1947258:date=Jun 28 2012, 01:43 PM:name=Khyron)--><div class='quotetop'>QUOTE (Khyron @ Jun 28 2012, 01:43 PM) <a href="index.php?act=findpost&pid=1947258"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It would be helpful to see r_stats and net_stats<!--QuoteEnd--></div><!--QuoteEEnd-->
Sure, but i feel theyre quite irrelevant here. These problems happen to me constantly on any server on my region (HBZ for example) where i get 60-90 ping, and they happen early in the game aswell so its at 30 ticks. Client fps on dockings onos bar would be at about 60-70 early on the round.
So, if the server and the client are running the game at realistic maximum performance as of now, these problems happen all the time.
One time(b210) i bit on a marine rt as skulk and it suddenly unloaded like 100bites more or less instantly, so the rt dropped from 100% to 20% in 1-2 seconds... Never happend since, and couldnt reproduce it.
And ofc i also had situations where i somehow made 2bites instead of one, or getting shot by a marine lmg with mega burst like elmo described it.
are you talking about Build 210 or 211, mine hasent updated yet so I would'nt know if it was 211 your talking about but 210 has definatly had this problem
<!--quoteo(post=1947265:date=Jun 28 2012, 09:11 PM:name=elmo9000)--><div class='quotetop'>QUOTE (elmo9000 @ Jun 28 2012, 09:11 PM) <a href="index.php?act=findpost&pid=1947265"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sure, but i feel theyre quite irrelevant here. These problems happen to me constantly on any server on my region (HBZ for example) where i get 60-90 ping, and they happen early in the game aswell so its at 30 ticks. Client fps on dockings onos bar would be at about 60-70 early on the round.
So, if the server and the client are running the game at realistic maximum performance as of now, these problems happen all the time.<!--QuoteEnd--></div><!--QuoteEEnd--> Sure, agreed. It's nice to rule it out empirically though, because if I was a dev that'd be the first thing I'd ask about - what were the conditions when it occured. Personally I don't think i've seen this kind of thing happen unless the server is really chugging, but I was pretty sure that's not what you were talking about.
Lag compensation is a magical thing.. If they hit you on their screen, then they hit you according to the server. When you combine that with severe tickrate lag, FPS lag and other things that cause wonky hit reg/laggy game mechanics then you get magical giraffe skulks and marines with bullets that can go around corners. That's my best guess anyway, it's the lag compensation... that and what elmo said, the client prediction. I hope they get a lot of it sorted out when they start releasing the optimization updates.
Also the animations in the game are very off. Sometimes I get stomped by Onos, and THEN his stomp animation starts playing. Skulks sometimes bite me with their butt-hole. Marines don't even look like they're looking your way etc etc.
<!--quoteo(post=1947295:date=Jun 29 2012, 12:06 AM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Jun 29 2012, 12:06 AM) <a href="index.php?act=findpost&pid=1947295"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sometimes I get stomped by Onos, and THEN his stomp animation starts playing. Skulks sometimes bite me with their butt-hole. Marines don't even look like they're looking your way etc etc.<!--QuoteEnd--></div><!--QuoteEEnd--> This one happens to me frequently and it's really annoying. I hate when you get knocked over, then see the shockwave, then the onos starts to rear up. It's one animation you really depend on. Still, I think it only happens when the onos has a high ping so yeah, lag compensation.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo(post=1947295:date=Jun 28 2012, 07:06 AM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Jun 28 2012, 07:06 AM) <a href="index.php?act=findpost&pid=1947295"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Skulks sometimes bite me with their butt-hole.<!--QuoteEnd--></div><!--QuoteEEnd--> Clearly, they have teeth at both ends :)
The lag compensation...so bad. There have been multiple times where I've put 40+ bullets into a PERCHED lerk, only to see him fly off, and one time even just flying up and spiking me to death while I was reloading.
And the animations, yeah. Skulks mashing leap and jump in combat is so wonky. A lot of the time their model is looking somewhere completely different and when I try and trace them, they instead leap into a whole other direction, which especially gets frustrating late game as I usually have 20fps or less. With a JP in this build I have to always tap jump around an onos to dodge it cause I can't see it comming anymore, whereas pre-210 I could save fuel and wait for the animation to start.
Comments
In the 4th shot you can see just how behind the parasite is hitting. And after that the huge bite range (blood spurts from the leg). And it isnt just because he is speccing, especially the biting always seems to hit from distances like that, no idea whats going on with the parasite tho.
<img src="http://i.imgur.com/WpwTK.jpg" border="0" class="linked-image" />
It does happen with marines too. For example you ambush a shotgun marine and start biting his back. You notice he starts to turn and you leap away. You lag back a bit and die as your cameraview continues to leap. Also sometimes the damage from marine weapons comes in one huge burst instead of a continuous stream of damage. Noticed this many times as myself being the alien, and as a marine shooting one. Sometimes you can unload almost a full magazine of the lmg on a fade thats far away without it even reacting. Same has happened to me many times, attacking a group of 2 marines with an ambush, take down one with no damage to yourself, and then suddenly you die because the other marine actually shot full magazine on you, and the damage then gets added on you with a single burst. Same happens a lot with the pistol, especially when shooting really fast with it.
Also i feel the client can predict way too far ahead of whats actually happening on the server. Many times when destroying a structure i have taken it down to 0% and then running away as not to die, only to second later notice that the building didnt actually get destroyed but actually had 1-2% still left. One way to test this nicely is to delete the viewmodel from skulk for example, which gives your client unlimited attack speed because the game uses the animations for it. If you join a server and then bite structures, you can go as far as completely destroying them on your client and only then after that the server sends you the correct info about the structures real state.
Something that is also probably linked to the networking is the collisions. Nothing more annoying than running/leaping through marines/aliens. You can easily test this too, simply having a skulk and marine walk towards eachother and then maybe the skulks jumps/strafes very slightly and youll notice that you just clip through eachother constantly.
So all in all, the networking and collisions(with other performance included) still leaves a lot to be desired, and can be quite gamebreaking. But then again im sure the devs already know this and are working on it.
Sure, but i feel theyre quite irrelevant here. These problems happen to me constantly on any server on my region (HBZ for example) where i get 60-90 ping, and they happen early in the game aswell so its at 30 ticks. Client fps on dockings onos bar would be at about 60-70 early on the round.
So, if the server and the client are running the game at realistic maximum performance as of now, these problems happen all the time.
And ofc i also had situations where i somehow made 2bites instead of one, or getting shot by a marine lmg with mega burst like elmo described it.
So, if the server and the client are running the game at realistic maximum performance as of now, these problems happen all the time.<!--QuoteEnd--></div><!--QuoteEEnd-->
Sure, agreed. It's nice to rule it out empirically though, because if I was a dev that'd be the first thing I'd ask about - what were the conditions when it occured. Personally I don't think i've seen this kind of thing happen unless the server is really chugging, but I was pretty sure that's not what you were talking about.
Also the animations in the game are very off. Sometimes I get stomped by Onos, and THEN his stomp animation starts playing. Skulks sometimes bite me with their butt-hole. Marines don't even look like they're looking your way etc etc.
This one happens to me frequently and it's really annoying. I hate when you get knocked over, then see the shockwave, then the onos starts to rear up. It's one animation you really depend on. Still, I think it only happens when the onos has a high ping so yeah, lag compensation.
Clearly, they have teeth at both ends :)
And the animations, yeah. Skulks mashing leap and jump in combat is so wonky. A lot of the time their model is looking somewhere completely different and when I try and trace them, they instead leap into a whole other direction, which especially gets frustrating late game as I usually have 20fps or less. With a JP in this build I have to always tap jump around an onos to dodge it cause I can't see it comming anymore, whereas pre-210 I could save fuel and wait for the animation to start.