![]() ![]() ![]() ![]() ![]() has always been to appeal to as many gamers as possible, even the ones who still play over dialup. CoD is very guilty in this case, as their M.O. To be clear, I believe just about every game now has lag compensation to a degree - some just have it more than others. So instead of just being satisfied with the notion that you need a competent internet connection to play online games, certain games like CoD decide to introduce higher lag compensation to "compensate" for those slow connections. This creates a situation where the player with the bad connection cannot properly enjoy the game. Your machine communicated to the server that you peeked, the server communicated to you the enemy location while also sending communication to your enemy that you peeked, your machine communicates that you start firing and kill him, all before his machine even receives communication from the server that you came around the corner. This made them easier to kill because, when you peek him and start firing, if his connection was slow enough he might not even see you peek before he dies. Normally when a player with slow connection reacts, his actions are delayed getting communicated to you, just as your actions are delayed getting communicated to him. This has been a CoD problem for over a decade ever since they introduced their godawful lag compensation. And that just has to do with those fractions of seconds where enemies are moving according to the server being delayed in telling my machine their locations as well as relaying the fact that I'm shooting at them. Then the literal next game I feel like 2/3 of the shots I take, even though they felt on target when I shot them, the majority of them are missing. I had games when I was leveling the Kar/AMR where I felt like a god and literally every quickscope where I felt like I was on target was a hit/kill. This changes from game-to-game depending on your connection to the game server and whatever location your enemies are playing from. So that extra few frames that it is delayed allowed your opponent to land a few extra shots to kill you before the server says you got into cover. It's because according to the server and this fancy game of telephone it's playing between your machine and your enemy's machine, you were not yet in cover when you were shot even though on your screen it looked like you were. This is why you always feel like you're dying behind a wall even though you thought you got into cover. This also affects the accuracy of your shots as well because you might think you were hitting the very edge of his head but the server says nuh-uh he wasn't actually standing there so the bullet whizzes past and you die. And by the time you press ADS start firing "first", he's already started firing at you but the time delay between communicating between machines and the server make it look like you shot first. Because when he takes a step around a corner his machine has to communicate that data to the server, and then the server communicate it to you, and by the time you see it he's taken another step. What you are seeing on your screen is not the literal position of where your enemy is, it is where your enemy was a fraction of a second ago. This is because the CoD franchise has always had notoriously poor netcode that introduces a ton of latency between what's happening on your machine, your enemy's machine, and how both of them are communicating between the server. That is absolutely not what is happening so stop flooding their system with false reports because you don't like dying. ![]()
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