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Lag depends on your weapon.

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#1
WillyW

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So, I have been having a bit of an issue with my ISP throttling my speeds. That is a whole other story, but during these throttling moments, I noticed some things that are worth pointing out. If I am experiencing lag (with a ping of 150+), then something happens when I try to shoot which is rather strange.

Basically, if I am using a burst weapon, such as the grenade launcher, there is a significant delay between the time that I click, and the time the grenade actually comes out of my barrel. This delay also occurs between the time when I click, and the time the grenade detonates. It is very frustrating, because I am forced to preemptively shoot blind, with hopes that the other person will go in the direction that I shoot by the time the grenade leaves my mech. The same delay happens with every burst weapon on every other mech: Flak, Sabot, EOC, etc.

However, this delay is almost non-existent when using a sustained weapon. When I first click, there is still a delay before the weapon starts up, but it continues to shoot without delay and the accuracy is not noticeably affected either. This makes the weapon a lot easier to use, no matter whether there is lag or not.

Now, let me just say that I fully understand this issue can be resolved if I switch to a more reliable ISP. But I just thought it was worth noticing the significant difference in the weapons you use, if you do happen to experience lag. In my opinion, it definitely messes with the overall balance of the game from mech to mech. At least, for me it does.


Edited by WillyW, 22 June 2015 - 08:50 AM.

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#2
DM30

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Can't say I've ever noticed this. When I play with >100 ping I have to lead sustain weapons just as much as burst to get reliable hits. Are you sure you're not just mistaking the fact that hitscan tracers are rendered client side instead of server side as meaning they have less lag attached to them?


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#3
FRX23

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In my experience, latency is more prejudiciable for sustained weaps than for burst weaps.

But my though may be biased by potential server issues appearing at the same time.



#4
Flifang

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For me lag reduces the T32 nearly unusable. It takes extra long to shoot after any boost unless I hold the charge button down right before I end my boost and will randomly discharge the charged shot I was holding and begin spamming the weapon repeatedly as I'm still holding the charge. These bullets by the way do jack fuzzy bunny. They're ghost rounds as far as I'm aware but they will still give you heat and put you on radar.


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#5
n3onfx

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For me lag reduces the T32 nearly unusable. It takes extra long to shoot after any boost unless I hold the charge button down right before I end my boost and will randomly discharge the charged shot I was holding and begin spamming the weapon repeatedly as I'm still holding the charge.

 

I'm pretty sure this isn't dependent on lag, it happens to me as well even on low ping. Try to charge it and for some reason it will instead lock into continuously shooting uncharged shots. Letting go of the mouse button is not enough, I have to click it again to make it stop spamming ghost rounds.


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#6
StubbornPuppet

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I'm confused as to why your own weapons firing would lag at all on your own screen.  I'm not saying it isn't happening, I have seen it.

What makes me confused is that one of the things Adhesive did before Hawken went to Steam was to move all weapons fire to the client side (it used to be server side).  They were trying to fix a problem with the game not detecting that a player had pressed a button to fire a weapon or item and hoped that this would fix it.  Unfortunately, it did not.


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#7
WillyW

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I'm confused as to why your own weapons firing would lag at all on your own screen.  I'm not saying it isn't happening, I have seen it.

What makes me confused is that one of the things Adhesive did before Hawken went to Steam was to move all weapons fire to the client side (it used to be server side).  They were trying to fix a problem with the game not detecting that a player had pressed a button to fire a weapon or item and hoped that this would fix it.  Unfortunately, it did not.

 

I think its worth mentioning that during a ping spike (due to ISP throttling) my ping can jump up to 400 sometimes. I really should make a video and post it so you can see the major delay that I'm talking about. Its at at least equal to the ping, if not greater. So with 400 ping, it equates to about half a second of delay on-screen. It makes sense, and it actually seems somewhat fair. If your ping is that bad, then you should be reaping the disadvantage of seeing it the way it should be, rather than your opponents seeing you teleport. But again, I just posted this to point it out. That's all.


Edited by WillyW, 23 June 2015 - 11:12 AM.

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#8
DM30

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What makes me confused is that one of the things Adhesive did before Hawken went to Steam was to move all weapons fire to the client side (it used to be server side).  They were trying to fix a problem with the game not detecting that a player had pressed a button to fire a weapon or item and hoped that this would fix it.  Unfortunately, it did not.

 

Was that in an announcement? I've never seen that explanation in any of the patch notes. The only reasoning I ever saw was "There are people complaining about weapons lag, so we made tracers client side so they don't look like they're lagging anymore!"

 

Whatever they were trying to do, we agree that it didn't improve anything.


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#9
Dawn_of_Ash

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I hope that I can clear this up with my half-a-year experience of 350+ ping under my belt.

 

During last year when I was forced to play the game in America due to the population in Australia almost completely dying, I got a lot of lag - like minimum of 300 maximum of 450 ping. One thing I think people must understand is that anything over 200 ping is quite noticeable and it becomes almost unbearable to play with around the 300 ping mark. As far as I know, there is no difference in lag with different weapons.

 

I find it weird how you mentioned that sustained had less lag then burst because I disagree. Greatly. Maybe it was just because of my massive ping, but me playing sustained never ended well. My top two mechs were Predator and Rocketeer - two mechs which did not require much aiming. When I did try out sustained, aka Berzerker, I always played against bots because I had to lead almost half a second in advance and literally predict where someone was going before they actually got there. Don't know about you guys, but I'm not an advanced time traveler.

 

The fact that sustained relies on keeping the cross-hairs on the opposing mech only makes this more difficult - again the whole aiming thing before they actually got there. At best, I get two-to-three seconds of damage on a person, and that is when they are in turret mode. This is further indicated by the hit marker that sounds when you actually hit someone.

 

Are you sure it's not you seeing the bullets fly and hit someone rather than the actual dealing damage? Because lag is weird on this game and it actually shows your bullets fly as if it was normal, however they only hit half-a-second later.



#10
Dawn_of_Ash

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Can't say I've ever noticed this. When I play with >100 ping I have to lead sustain weapons just as much as burst to get reliable hits. Are you sure you're not just mistaking the fact that hitscan tracers are rendered client side instead of server side as meaning they have less lag attached to them?

 

I am confused about this "client-side" thing, Mr Drunken Monkey. Does that mean that the lag determined from the server receiving the server status or something?


Edited by Dawn_of_Ash, 24 June 2015 - 12:13 AM.


#11
Kopra

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Tracers (= purely cosmetic graphical effects that show the player that the weapon is firing) being rendered clientside means that they are created on YOUR Hawken client, your computer is doing the work drawing them and showing the results as fast as it can render them.

The actual decision whether you hit your opponent is done server side. This means that even though it appears that you hit your opponent, you might have not for a multitude of reasons. Aim, prediction ability, hit registration reliability and packet loss all affect that decision.

#12
StubbornPuppet

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^Exactly.  And that means that any delay in the onscreen graphics is not based on server 'lag', but rather a delay in response from the software client running Hawken on our machines.


To be serious for a moment this is just a joke

 





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