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Thread: Bullet lag. LoL

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    Default Bullet lag. LoL

    I've been playing FPS games online since Duke Nukem 3d on Kali - and not once have I seen a game with this bad of lag. I have a 10megaBit broadband connection, but every game I play, I have to anticipate 1/2 of a second ahead of EVERY shot. I can't believe that Epic, which has a reputation of incredible FPS games (and the unreal engine for crying out loud) would allow this crap. Why is there not Client-side impact prediction? There's no other XBL game that has this problem. Why do they not fix this?

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    Quote Originally Posted by mout12 View Post
    I've been playing FPS games online since Duke Nukem 3d on Kali - and not once have I seen a game with this bad of lag. I have a 10megaBit broadband connection, but every game I play, I have to anticipate 1/2 of a second ahead of EVERY shot. I can't believe that Epic, which has a reputation of incredible FPS games (and the unreal engine for crying out loud) would allow this crap. Why is there not Client-side impact prediction? There's no other XBL game that has this problem. Why do they not fix this?

    So every person on the forums can ***** and moan... ?


    You know what a good solution would be ? Put your barrel a half step ahead of your enemy... and BINGO, solved.


    Hooligan

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    Quote Originally Posted by Hooligan TWC View Post
    So every person on the forums can ***** and moan... ?


    You know what a good solution would be ? Put your barrel a half step ahead of your enemy... and BINGO, solved.


    Hooligan
    that would only work if the enemy moves in a straight line.

    if the target is at close to mid range and moving eratically, then bullet lag will affect u a lot.

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    Quote Originally Posted by SluGSlinGa View Post
    that would only work if the enemy moves in a straight line.

    if the target is at close to mid range and moving eratically, then bullet lag will affect u a lot.
    He's right.

    On a side note, I have started to get use to it and its not as big a problem anymore. It still would be nice if the latency was reduced a little.
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    People who use shotguns know exactly how to dance around a person allowing them to talk full advantage of the bullet-lag and serve you the disadvantage. It blows. I know. I just got slaughtered last night by my buddies who play frequently on Live (thus adjusting to the lag) on a SytemLink connection. Bullets that were 10 ft away were blowing me up!!! The HitDetection on this game has got to improve. Surely, all the glitches and flaws must be fixed if Epic wants to keep its fanbase happy.

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    Quote Originally Posted by mout12 View Post
    I've been playing FPS games online since Duke Nukem 3d on Kali - and not once have I seen a game with this bad of lag. I have a 10megaBit broadband connection, but every game I play, I have to anticipate 1/2 of a second ahead of EVERY shot. I can't believe that Epic, which has a reputation of incredible FPS games (and the unreal engine for crying out loud) would allow this crap. Why is there not Client-side impact prediction? There's no other XBL game that has this problem. Why do they not fix this?
    That's what everyone else on these forums has been saying, especially the thing I highlighted in bold.

    The bullet lag hinders the online experience a lot, and is one of the reasons people turn to the shotgun 9 times out of 10.
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    Im Tired Of F-ing Hosts Thinking Their The Sh*t!!!!!

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    Quote Originally Posted by mout12 View Post
    There's no other XBL game that has this problem. Why do they not fix this?
    If you've never played another XBL game with this problem then you must've not have played many console games. I've seen bullet lag in MANY xbl games I've played. GRAW and Rainbow 6: Lockdown for example had huge delays in bullets AND death. And consider the amount of bandwidth the graphics engine takes up. Hell...I'm surprised the connection is as good as it is. Besides; if you have a good connection and join a game of good connection (the three bars) then your connection should be reasonably good.

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    Quote Originally Posted by Quagmire View Post
    If you've never played another XBL game with this problem then you must've not have played many console games. I've seen bullet lag in MANY xbl games I've played. GRAW and Rainbow 6: Lockdown for example had huge delays in bullets AND death. And consider the amount of bandwidth the graphics engine takes up. Hell...I'm surprised the connection is as good as it is. Besides; if you have a good connection and join a game of good connection (the three bars) then your connection should be reasonably good.
    You obviously are not techincally savvy. Graphics have nothing to do with internet bandwidth. Client-side hit detection is what this game really needs. Epic is used to making PC multiplayer games, where people aren't hosting from their own PCs, but Etereme bandwith servers (ex. T3s) are hosting huge games and hit-detection is not needed.

    Gears of war, You need to shoot 1/2 second ahead of where the enemy will be, and hope that they cross that path in 1/2 of a second (very lame). CoD2 for example, If you aim at someone's head and pull the trigger (even while they are moving) you will hit them, and they will die - it will just take 1/2 of a second for the host to tell your xbox that the player has died.

    Thank Christ UT3 is coming to PC so I don't have to deal with this crap. Epic could learn a lot from every other FPS on XBL.

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    Quote Originally Posted by mout12 View Post
    You obviously are not techincally savvy. Graphics have nothing to do with internet bandwidth. Client-side hit detection is what this game really needs. Epic is used to making PC multiplayer games, where people aren't hosting from their own PCs, but Etereme bandwith servers (ex. T3s) are hosting huge games and hit-detection is not needed.

    Gears of war, You need to shoot 1/2 second ahead of where the enemy will be, and hope that they cross that path in 1/2 of a second (very lame). CoD2 for example, If you aim at someone's head and pull the trigger (even while they are moving) you will hit them, and they will die - it will just take 1/2 of a second for the host to tell your xbox that the player has died.

    Thank Christ UT3 is coming to PC so I don't have to deal with this crap. Epic could learn a lot from every other FPS on XBL.
    Hate to be the bearer of bad news, but UT3 will have bullet lag as well. Traditionally, no game running on the Unreal engine have client side hit detection, PC or console. That's jut the way Epic does things.

    Sucks, don't it? I don't understand why they keep using it. It ruins a game.
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    Ok from what i understand COD3 has Client side hit detection. In laggy situations instead of your bullets lagging, the kills lag. You're in a gun fight and shoot someone in the head, only to have them kill you and 5 seconds later you see them fall with you getting the kill. Imagine that on GoW. How many people would be pissed to stick their head out to get a sniper shot against another sniper. Then 3-4 seconds after you are back in cover your head falls off. I'm not an expert on any of this ****, but its what i have experienced. So would client side hit detection be a great idea for Gears? I'm not totally saying no, but there are consequences to it also.

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    Thats a very good point...
    I think ultimately there isnt too much of a problem in gears.. as long as you are joining decent hosts there isnt really a problem. The worst lag i get is against americans in ranked matches, where there is a half a second delay. I can live with that but then again i only use the shotgun lol.

    I think that no matter what is done to solve it there is always going to be someone complaining.
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    Quote Originally Posted by MafLlf View Post
    Ok from what i understand COD3 has Client side hit detection. In laggy situations instead of your bullets lagging, the kills lag. You're in a gun fight and shoot someone in the head, only to have them kill you and 5 seconds later you see them fall with you getting the kill. Imagine that on GoW. How many people would be pissed to stick their head out to get a sniper shot against another sniper. Then 3-4 seconds after you are back in cover your head falls off. I'm not an expert on any of this ****, but its what i have experienced. So would client side hit detection be a great idea for Gears? I'm not totally saying no, but there are consequences to it also.
    For that to happen the player doing the shooting would have to have 5000 ping. I've never even SEEN ping that high in a video game. He'd be disconnected from Xbox Live.

    Even for someone to kill you a second late they'd have to have 1000 ping. In a real situation someone with 500 ping might be laggin like ****. You'd only die half a second behind cover. I'd rather live with that (which it would rarely happen anyways) then live with it laggin my bullets.
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    Quote Originally Posted by Hooligan TWC View Post
    So every person on the forums can ***** and moan... ?


    You know what a good solution would be ? Put your barrel a half step ahead of your enemy... and BINGO, solved.


    Hooligan
    I agree with the f*cking moaning here, but wtf kinda solution is that, aim in front of the person, its a SHOOTER! shooting at your target is the main focus of this game... why should players have to work around a flaw to get their shot accurate..... jeez...
    Lobotomized!!

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    Anybody with less than a 1MB upload is going to get much more noticable bullet lag.
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    wow mout12 you must be some sort of technical nerd......you can have a good download speed but if your upload speed sucks then you ain't gonna do ****. and go play on your PC you are bothering people

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    Quote Originally Posted by MafLlf View Post
    Ok from what i understand COD3 has Client side hit detection. In laggy situations instead of your bullets lagging, the kills lag. You're in a gun fight and shoot someone in the head, only to have them kill you and 5 seconds later you see them fall with you getting the kill. Imagine that on GoW. How many people would be pissed to stick their head out to get a sniper shot against another sniper. Then 3-4 seconds after you are back in cover your head falls off. I'm not an expert on any of this ****, but its what i have experienced. So would client side hit detection be a great idea for Gears? I'm not totally saying no, but there are consequences to it also.
    This is superior and much more fair IMO. On your console, you get the kill, on his he got the kill. In game you both get it but each kill is slightly delayed. I'm playing Lost Planet right now and it's client side and I gotta say, it's way better. Far from perfect but I never feel cheated when I die. I understand that when I roll behind cover then drop it's because I was killed a fraction of a second before I got behind cover. I'd rather be able to aim correctly and get the kill delayed than have to compensate for bullet lag that actually screws the weapons balance. I never hear the host advantage crying either.

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    Quote Originally Posted by Quagmire View Post
    If you've never played another XBL game with this problem then you must've not have played many console games. I've seen bullet lag in MANY xbl games I've played. GRAW and Rainbow 6: Lockdown for example had huge delays in bullets AND death. And consider the amount of bandwidth the graphics engine takes up. Hell...I'm surprised the connection is as good as it is. Besides; if you have a good connection and join a game of good connection (the three bars) then your connection should be reasonably good.
    GRAW has client side hit detection. I do however think its funny that you also referenced lockdown. Comparing any ubisoft Tom Clancy game to gears is like comparing a pen1s to a v@gina.

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    The type of network code Epic is using now is great for PC gaming as most people who play online PC to PC have much better connections than console gamers.

    Oh, and response to the Lost Planet comment, I've found that if anyone has a somewhat bad connection or lives in Japan the lag is unbearable when fighting that one person. This sort of thing happened in GRAW as well.

    I'd much rather know right away when I get in a room that everybody is going to lag a bit than get into the game and find out that one guy skips enough to make him that much harder to hit.
    I'm not actually in vVv.

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    Quote Originally Posted by apocalypse 3da View Post
    I agree with the f*cking moaning here, but wtf kinda solution is that, aim in front of the person, its a SHOOTER! shooting at your target is the main focus of this game... why should players have to work around a flaw to get their shot accurate..... jeez...
    **First off, if there was ever 1 subject in this game to have the right to whine about...it would be bullet lag. Gimme a break, shooting in front of someone is not an acceptable answer. Why should I have to bother with shooting at air in front of an enemy...is it just me or is that ABSOLUTELY RIDICULOUS? I'd say so. I have a perfect wireless connection and I lag every single non-hosted match. It's about enough to piss off a nice guy.
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    Playing a console game with client side hit detection after playing Gears really makes me wish Gears did the same thing. It's nice to know when you play a game with CSHD that you don't have to worry things like who's the ONE guy out there without any bullet lag (the host), or leading your shots.

    Really makes me wish Gears was like that.
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    EPIC IS A PC COMPANY!!!!! geez any PC gamer knows why host>client. one word HACKERS!!!!!! client is 5-50x easier to hack and get away than host. that is why epic uses host advantage any moron could tell you if your host and your lagging someone in your game is CHEATING! telling epic to use client is like telling a right-handed person to only use his left hand hand to write. its going to be bad, hard-to-read, and overall not conducive to the gaming community.

    just bite the bullet and turn lag into advantage by whoring chainsaw and nade tags
    Originally Posted by BloodyCreep: topic: Why do I hear retarded Rumors of Active Reload Removal? At least from the Sniper?

    Originally Posted by joeGraf: Don't listen to rumors. AFAIK, no one here is even remotely entertaining the idea.
    well there you go ppl go STFU about the AR!

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    Quote Originally Posted by {SM}LeadSniper View Post
    EPIC IS A PC COMPANY!!!!! geez any PC gamer knows why host>client. one word HACKERS!!!!!! client is 5-50x easier to hack and get away than host. that is why epic uses host advantage any moron could tell you if your host and your lagging someone in your game is CHEATING! telling epic to use client is like telling a right-handed person to only use his left hand hand to write. its going to be bad, hard-to-read, and overall not conducive to the gaming community.

    just bite the bullet and turn lag into advantage by whoring chainsaw and nade tags
    The pecentage of console hackers compared to the percentage of console non hackers is not high enough to ruin the actual quality of the game to unsure "fairness" for all. Gears already has a slew of glitches and leaderboard hacks anyway.

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    There are already 2 open threads about this, closing.
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