aaa
Finally SMOTHNESS !!! after 282h of game play
My ping increased from 50-60 to constant 100-250… cant play anymore.
On the other hand, server list lies to me that server has 39 ping, while in fact it has 100+ always 
Nothing magical about that. Higher FPS gives you better responsiveness and accuracy. Naturally it’ll become easier to kill players.
[quote=“Feley;94302”]My ping increased from 50-60 to constant 100-250… cant play anymore.
On the other hand, server list lies to me that server has 39 ping, while in fact it has 100+ always :/[/quote]
Sounds like your routing somewhere is screwed up between where you live and the datacenter hosting the servers.
There’s a weird issue that will give you 200+ pings sometimes which seems directly game related. The only thing you can do is restart your computer and hope it won’t happen again.
It did not happen to me since for quite a long time, but I have friends who still have it.
There’s also an issue where you can have half your regular framerate for no reason.
Nothing changed in my part of EU - still getting those 1-2 second freezes every few games.
[quote=“Feley;94302”]My ping increased from 50-60 to constant 100-250… cant play anymore.
On the other hand, server list lies to me that server has 39 ping, while in fact it has 100+ always :/[/quote]
Why would ping matter if all hit detections are client side? 
typically high ping comes with packet loss and you have opponents warping allover the place
[quote=“terminal;94551”][quote=“Feley;94302”]My ping increased from 50-60 to constant 100-250… cant play anymore.
On the other hand, server list lies to me that server has 39 ping, while in fact it has 100+ always :/[/quote]
Why would ping matter if all hit detections are client side? 
[/quote]
Well, I don’t want to play unfair matches, thats why
(as well I apologize to enemy when I do lag kill)
Yet there are 2 things that can happen:
- I kill a guy because client side hit detection while having high ping
- I get killed because I can hit a shit
And let me tell you… That second option is happening to me like 90% of times, not because I don’t know to shoot, but rather because enemies are teleporting to me, and I get killed while in fact I don’t know I got killed… 
It isn’t really that easy to play with ping (cause of hit detection) as other think, I mostly rage quit out of games because of ping.
P.S. Lag doesn’t happen always to me, but when it does, and its quite common lately, it is totally unbearable :neutral:
[quote=“terminal;94551”][quote=“Feley;94302”]My ping increased from 50-60 to constant 100-250… cant play anymore.
On the other hand, server list lies to me that server has 39 ping, while in fact it has 100+ always :/[/quote]
Why would ping matter if all hit detections are client side? 
[/quote]
Because they’re not purely client side.
[quote=“Litego;94635”][quote=“terminal;94551”][quote=“Feley;94302”]My ping increased from 50-60 to constant 100-250… cant play anymore.
On the other hand, server list lies to me that server has 39 ping, while in fact it has 100+ always :/[/quote]
Why would ping matter if all hit detections are client side? 
[/quote]
Because they’re not purely client side.[/quote]
But they are.
[quote=“terminal;94637”][quote=“Litego;94635”][quote=“terminal;94551”][quote=“Feley;94302”]My ping increased from 50-60 to constant 100-250… cant play anymore.
On the other hand, server list lies to me that server has 39 ping, while in fact it has 100+ always :/[/quote]
Why would ping matter if all hit detections are client side? 
[/quote]
Because they’re not purely client side.[/quote]
But they are.
[/quote]
Rly?!
[quote=“terminal;94551”][quote=“Feley;94302”]My ping increased from 50-60 to constant 100-250… cant play anymore.
On the other hand, server list lies to me that server has 39 ping, while in fact it has 100+ always :/[/quote]
Why would ping matter if all hit detections are client side? 
[/quote]
Because your client still has to report your data to the server and the other players data to the server and determine what “actually” happened. Client side hit detection masks a lot of latency issues but it doesn’t fix incredibly high ping and has other downsides.
Basically, your client reports what you just did just like every other client connected to the server is doing. The server then determines what actually happened based on very very small windows of time and sends that data back to you. This masks latency issues but only up to a certain point as it’s not magic. Most anti-lag tech works like this and makes some games playable that would not be otherwise possible over large geographic distances. But, it is still subject to issues with high ping and especially packet loss which can cause some crazy things to happen and cause what is known as rollbacks or positional errors to happen.
There was a funny Sparks .gif from a day or two ago that was posted which is a good example of what happens with severe packet loss and anti-lag tech. Instead of somebody stuck in one position on the server when they lose packets (and constantly looking like they are moving forward) the server is instead trying to guess where they are based on limited information and sometimes barfs…making a body go all over the damn place haha.
Some optimisation is needed either bad servers in Australia or suboptimal netcode. Even low player count and low pings model movement is not smooth esp noticable with high movespeed characters jumping etc. It is beta so I provide feedback, but this needs to be fixed before release.