Are people with higher ping favored??
I am from Europe, and if I want to be like a god among mere mortals, I join a US South server. I will have that ping of 200~ and they do not see me coming. Are you saying that I am just superior to anyone who plays in the US - or is because the people I can see on my screen - cannot see me on theirs?
Also, as for your claim of empirical evidence, let us think it through a bit more. There are different peak hours on the US and EU/RUS servers simply due to the timezone differences. Ergo, even if a NA DB team would try to use the ping advantage on an EU server, what quarantine is there that they will find any ‘Europeans’ to stomp over? What quarantine is that they would not just face another NA DB team, on an EU server, and therefore negating any high ping advantage either team would have? They might just as well stick to playing on the NA servers and have less lag overall.
Also, when I play on those EU/RUS servers, a low ping is indeed a death sentence. When I got that ping of 8-20, I know that all I can hope to do is try to play the objective and screw my K/D ratio altogether. People who I do not see on my screen, shoot me because lag makes me appear on their screen. For example, let us take the second objective in the underground. On the right side of the map we have that room with the generator. I can sidestep to take a split second peak to see if someone is up those stairs and see no one. Then, even though there is no way that there could be a line of sight to me from that corridor, few seconds later, I still get shot ‘through the wall.’
A higher ping is an advantage, and a lower ping is a death sentence.
they key point here is that a high ping player can PLAY TO EXPLOIT the high ping advantage. picking classes with high alpha damage, like snipers or burst will allow the high pinger to really punish other people. on the other hand, low pingers cannot play around one specific player on the server who has high ping.
take a look at inferno’s spark frag montage: he is getting lots of kills behind walls, when otherwise an opponent would likely get away from low pinger unscathed
Well, yes and no. Yes in the sense that a higher ping will make it seem like you are “teleporting” in severe cases. It will also sometimes be harder for you to be tracked. The client tells the server that Player A shot a bullet at Player B (high ping: 300+), the server receives that message but doesn’t take health away from player B. Why? Because Player B has since moved from the location the client saw at the particular moment and is now (from POV of client) where server saw player B when the message was received.
However, the opposite can be true. If Player A misses and Player B moved to the location where the bullet was shot (POV of server), then Player B’s health will be reduced. This sometimes results in “wallkills” where it appears that a player was killed through a wall when turning a corner. The server hasn’t yet received the message from the client that the player has rounded the corner before another player shoots where the server thinks the first player is.
This is my limited knowledge of server-client interaction. Please correct me if I am wrong.
[quote=“Xyfurion;187887”]Well, yes and no. Yes in the sense that a higher ping will make it seem like you are “teleporting” in severe cases. It will also sometimes be harder for you to be tracked. The client tells the server that Player A shot a bullet at Player B (high ping: 300+), the server receives that message but doesn’t take health away from player B. Why? Because Player B has since moved from the location the client saw at the particular moment and is now (from POV of client) where server saw player B when the message was received.
However, the opposite can be true. If Player A misses and Player B moved to the location where the bullet was shot (POV of server), then Player B’s health will be reduced. This sometimes results in “wallkills” where it appears that a player was killed through a wall when turning a corner. The server hasn’t yet received the message from the client that the player has rounded the corner before another player shoots where the server thinks the first player is.
This is my limited knowledge of server-client interaction. Please correct me if I am wrong.[/quote]
That is how it works. currently DB has client side POV, so you can hit a guy in the head in your screen and get the headshot 2 seconds later. while games like CoD have server POV, so i have to aim 2 cm to the right of where the guy is walking to and shoot there to get the headshot when he is walking there
i played CoD 1 and 4 on american chicago servers. and i thought aiming ahead of the target to hit a sniper shot was part of the game XD silly 8 year old me. and i was still able to get 80 kills and 50 deaths in the games. Gotta love CoD 4 Broadcast servers.
I am from Europe, and if I want to be like a god among mere mortals, I join a US South server. I will have that ping of 200~ and they do not see me coming. Are you saying that I am just superior to anyone who plays in the US - or is because the people I can see on my screen - cannot see me on theirs?
Also, as for your claim of empirical evidence, let us think it through a bit more. There are different peak hours on the US and EU/RUS servers simply due to the timezone differences. Ergo, even if a NA DB team would try to use the ping advantage on an EU server, what quarantine is there that they will find any ‘Europeans’ to stomp over? What quarantine is that they would not just face another NA DB team, on an EU server, and therefore negating any high ping advantage either team would have? They might just as well stick to playing on the NA servers and have less lag overall.
Also, when I play on those EU/RUS servers, a low ping is indeed a death sentence. When I got that ping of 8-20, I know that all I can hope to do is try to play the objective and @$!# my K/D ratio altogether. People who I do not see on my screen, shoot me because lag makes me appear on their screen. For example, let us take the second objective in the underground. On the right side of the map we have that room with the generator. I can sidestep to take a split second peak to see if someone is up those stairs and see no one. Then, even though there is no way that there could be a line of sight to me from that corridor, few seconds later, I still get shot ‘through the wall.’
A higher ping is an advantage, and a lower ping is a death sentence.
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If you join an “US South” server you are actually joining the South American servers which are based in the US where everyone on that server, who isn’t from the US, also has 150-250 ping.
As for the rest of what you said…that makes no sense with how the netcode actually works or why teams/players choose the way they do.
You can believe what you want. But there is a whole lot of information out there that is pretty easy to look up about how client side prediction/anti-lag works and how it works and the ranges where it works. I’ve done what I can to explain things but if people refuse to learn for themselves I can’t do a whole lot about that. Many of you still don’t know the difference between a high ping, a rubberbanding ping, a rubberbanding high ping and packet loss (both with low and high pings). Talking about teleporting as some of you are puts a pretty big spotlight on that.
You are more than welcome to come join me and the rest of us low ping people who are sentenced to death by our low pings on US East servers.
US east. AKA 150+ ping. no thanks. i still prefer low ping over higher ping.