Fps = Redemption?
lagger
Join Date: 2002-10-31 Member: 1805Members
<div class="IPBDescription">does fps effect redemption</div> In clan match's we have our gorgs get redemption so they can go combat and go back to hive after they soak up bullets, do minimal dmg, and heal allies as they rush toward paral. Although when i'm gorg i barely ever get redempted back unlike my fellow clan mates. So i wanted to ask if fps effected how fast you would be brought back to the hive like jping etc... cuz if so <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> i dont like it hehehehe.
Comments
of course (maybe due to lag) i have also been killed by someone shooting at me AFTER i teleported back. and no marines were anywhere near the hive. some sort of delayed reaction....
I'm thinking gorge teleports - player shooting at gorge is lagged - player shoots at gorge which is still on his screen due to lag delay - hitscan prediction code registers hits on the gorge - gorge dies in hive.
We & some friends couldn't figure this out until we on purpose held a net game, and made one of the clients a lousy 486. It's pretty annoying.
Long live Valve, and their code programmed by amputee chimps.
On the other hand, when your connection really is terrible, and you get a very long frozen moment where you have time to target and waste a skulk, the skulk will get rather **** off at what appears to him to be instant death :/
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and made one of the clients a lousy 486.
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um....
BTW, the best way to kill something with redemption is with a shottie, for obvious reasons <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
The redemption thing is tied to the netcode though. Lag prediction, while attempting to put those with poor connections on an even field with others, actually gives them something of an advantage as long as their connection is consistent. I had a marine kill me from around a corner yesterday after I had run around it and used Leap to put 30 feet between us. That's laggeriffic.
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We & some friends couldn't figure this out until we on purpose held a net game, and made one of the clients a lousy 486. It's pretty annoying.
Long live Valve, and their code programmed by amputee chimps. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I love it when people make it seem the lagging guy has the advantage.
Sure, I may move around in chops, BUT FOR ME SO DOES EVERYTHING ELSE!!!! I have no advantages what so ever, I have more disadvantages then your pampered **** on a nice broadband connection will ever have.
In addition to this, lets say I have a ping of 400; that means it will take .4 seconds for each of my bullets to regester. So if your a skulk with 10 ping and I am a marine with 400 ping, you not only have my reflexes to give you time, but almost a full half a second. You see, weapon prediction code works so that if you kill the person shooting you before his shots can regester, those shots will dissapear. WPC is good, but it does nothing to help against really good players who kill under the first .5 seconds.
I really need to upgrade from a celeron 400...
Oh, and fps and lag/latency are somewhat seperate, I think. If one has a "l337" computer, but a crap connection, he might still be able to aim smoothly, while the world around him works in slow motion. I don't have anything near to a powerful computer, so I can't test this theory at all. It only seems to have a basis in "cl_flushentitypacket" (or whatever the error is) or temporary lost connections - I can still aim, even though all around me is frozen.
Hmm.... some other lag problems are when I sometimes turn around a corner, go halfway down this new hallway when I'm "teleported" back to the first hallway.