"Super" Players Edge (advance timing?)


(eRRoLfLyNN) #61

This forum is fun again! :clap:


(SwordOfDamocles) #62

reyalp knows his stuff

imo if u have 2 highly skilled players ping has alot more effect on the outcome of a firefight than usual. Often in these cases it’s about who hits who 1st inducing reticule knock. the smallest difference in (re)action time can make alot of difference imo.


(mendicant) #63

Often in these cases it’s about who hits who 1st inducing reticule knock

reticule knock is a bastard and the sole reason i avoid long range shooting, is their any way of lessening its impact?


(SwordOfDamocles) #64

Not get shot or hax :smiley:


(SCDS_reyalP) #65

No. However, remember that it doesn’t change your actual aim point at all.


(mendicant) #66

?, so even though my crosshair is bouncing up, its still effectively aiming where i originally intended?


(SCDS_reyalP) #67

Exactly. It is trying to compensate that throws you off, not the actual hit. Of course, if you have to move your mouse to track someone, it becomes much harder. This is true of all the screen shake effects. The only thing like this which is ‘real’ is the recoil from pistols and sniper rifles.


(mendicant) #68

thats the best bit of advice i’ve had in ages, cheers m8y :drink:


([SkY]-ThundeR) #69

really? lol

thx


(voyager) #70

You have no understanding of how cl_maxpackets works, and apparently less of the game physics. There are numerous posts explaining the technical implications of setting cl_maxpackets less than com_maxfps. In brief, if cl_maxpackets > com_maxfps, then your client tries to send an update to the server every frame displayed by your client. Updates include important evens, like “mouse button pressed”. If you set cl_maxpackets to 1 less than com_fps, then your client will only send one update every 2 frames displayed. If cl_maxpackets is 1 less than com_maxfps / 2, then your client will only send 1 update to the server for every 3 frames displayed.

Really not so hard to understand if you try.


(Sauron|EFG) #71

Lol, so true, reyalP doesn’t know anything! :moo:

:smiley: :banana: :fiesta:


(SCDS_reyalP) #72

ROFL! :banana:


If you set cl_maxpackets to 1 less than com_fps, then your client will only send one update every 2 frames displayed. If cl_maxpackets is 1 less than com_maxfps / 2, then your client will only send 1 update to the server for every 3 frames displayed.
.

The above (not precisely correct, but close enough) is a problem, how ? Yes, for the very smoothest connection, cl_maxpackets == com_maxfps is nice. But 30 packets/sec isn’t horrible, it doesn’t make you harder to hit, and it isn’t a huge disadvantage.

Yes, certain FPS numbers give you advantageous rounding (unless you play on etpro with fixed physics, which you should), but 99% of the time, a little bit of jump distance isn’t going to matter.

So you haven’t explained how these particular values are a huge advantage, which is the original claim I was disputing. Instead, you just repeated the claim.


(mendicant) #73

Nothing wrong with maxpackets 30, or 100

i dont care about the theory behind it, ppl with 30 maxpackets are utter wankers to hit, and in clan games its just frustrating,60-100 is ok


(SCDS_reyalP) #74

Demos ? Evidence of any sort ?

If you are going to make unlikely claims, you should back them up with facts. That isn’t entirely meant as a flame. The theory says it shouldn’t be a problem. If it is, something is horribly broken. Given the state of ET, that is certainly possible. OTOH, I’ve seen plenty of the ‘l33t’ players spout absolute rubbish ( OMG YOU USE SNAPS 20 HAX!!!111…), and plenty of people fooled by placebo effects, so ‘because I say so’ doesn’t carry much weight.


(Akilae) #75

Yeh,Ii for one stuck an AMD64 Sticker on my Duron’s case and, as expected, I got the Super Player Edge ™ and bummed everybody, honest! :banana:


(senator) #76

Uh, I might be mistaken but isn’t it a fact that the ET server runs at 20 ticks/second ? So it wouldn’t matter how much updates you send or how high you set youe snaps, that wont change the fact that the server calculates the new situation still only once every 1/20th second. In that case maxpackets 20 would be good enough.


(Akilae) #77

Yeh but if I understand correctly, the idea behind a higher maxpacket is to have a newer snap to send to the server or something. I might be wrond though, not much of a tech wizard anyway :stuck_out_tongue:


(senator) #78

no, that wouldn’t make any difference, lets assume 60 packets are sent to the server and the server calculates 20 times a second the new world situation. Than he would have 3 packets from this player and if I understand Et correctly these packets contain nothing else but information of what the player did (keys pressed with a timestamp of when the action happend). So the server will take the three packets, combine them to one and than interprete the data (as all this data contains information from the timeperiod that the server wants to calculate), it would make absolutely no differens to a player who just send one packet with these datas.


(Loffy) #79

Hi!
If two equally good players meet each other in a duel, and one has ping 48 and the other has ping 78, the first player (the 48-pinging one) will win in most cases. The first hit is important, and it determintes this outcome (like someone said above).
I might be wrong ofcourse, but this is just my opinion.
About the cl_maxpacket thing: I’ve never noticed any difference whether I have 30 or 100. I just dominate (or get dominated) to the same extent at any maxpacket setting.
Ping around 45-65, a big (cloth) pad, sens 0.7, good backup from team mates and a steady aim at the opponents head usually do the trick for me, not a certain cl_maxpacket-setting. :slight_smile:
// Loffy

PS. Try “loffys_tram1”


(SCDS_reyalP) #80

That is a common misunderstanding. Only non-player entities run at sv_fps. Players run on the server as their commands come in (roughly). So there is a difference. A player with maxpackets 60 (and 60+fps) gets to act on the server 60 times a second, where as one with maxpackets 30 only gets to act 30 times. But 30 commands/sec is still reasonably smooth. Furthermore, with antilag, the players position is actually lerped on the server, just like the client shows, so even with low maxpackets they shouldn’t stutter around on the server that much.

Just to complete the above picture, information about the world, sent to the clients (snapshots) are also only generated once per server frame. If multiple commands affect a player in between snapshots, the results are accumulated before being sent out to all the clients. (which is why snaps > sv_fps can have no effect, except for possible rounding issues if it isn’t an exact multiple)

Oh wait, I don’t know anything about this game. Don’t listen to me :moo: