Forums » Suggestions
First of RR, the age of your PC has absolutely 0 to do with lag... It's your internet connection.
-1
Playing from a foreign country through is a different matter... even at perfect internet connection speeds, it's gonna take 150 - 200ms for a packet to reach me... which means, that if you fire your weapon at me, I will most likely only know about it after 200+ milliseconds, and that is a LOT in combat.
-1, I play from Riga, EU and my ping isn't higher than 140.
-1
Playing from a foreign country through is a different matter... even at perfect internet connection speeds, it's gonna take 150 - 200ms for a packet to reach me... which means, that if you fire your weapon at me, I will most likely only know about it after 200+ milliseconds, and that is a LOT in combat.
-1, I play from Riga, EU and my ping isn't higher than 140.
+1 except... these will draw HUGE amounts of energy at a time from the current powercells. Try a hornet with 4 flechette 2's, and even a heavy cell gives you only a second or two of firing. 15 energy at a rate of ~11.13 shots per second is not going to work with the current powercells.
The lag is caused by excessive computations that high autoaim weapons require? Just guessing..
Pirren, he's right about the ping. Distance from the server has a huge effect, but if you have a fast internet connection it can be negated to some degree. I get ~90-130 ping from the rocky mountains with my slow-ish ISP.
Your computer does not have anything to do with lag between the server and your computer. However, if your computer is poor you get low framerates (visible lag) in busy sectors, more or less depending on how poor your computer is.
I've experienced extreme lag with a buttload (3-5) of AGTs shooting at me in a busy sector. Things start jumping around and weapons stop registering damage. It's more of a problem for us furballing types. :P
The lag is caused by excessive computations that high autoaim weapons require? Just guessing..
Pirren, he's right about the ping. Distance from the server has a huge effect, but if you have a fast internet connection it can be negated to some degree. I get ~90-130 ping from the rocky mountains with my slow-ish ISP.
Your computer does not have anything to do with lag between the server and your computer. However, if your computer is poor you get low framerates (visible lag) in busy sectors, more or less depending on how poor your computer is.
I've experienced extreme lag with a buttload (3-5) of AGTs shooting at me in a busy sector. Things start jumping around and weapons stop registering damage. It's more of a problem for us furballing types. :P
I don't think the auto-aim level should have any real impact, unless better auto-aim implies more accurate aiming and not simply a wider maximum angle between the reticule and the ship orientation.
Good to hear that people in general DON'T have problems with lag even from countries outside the US... testament to Guild's coding voodoo :-)
pirren: The EU hardly counts... it's one of the best connected regions to the US. For me playing from South Africa however, the route for a packet to the US takes me all the way from the Southern most tip of Africa, along the coast, up to the UK, where it gets low priority routed over to the US from there... and the same story on the way back. I know this is my problem, and nobody else's. I was just curious about how lag is for other foreign players.
PS. Good point on the server side computations for multiple firing AGTs, etc... It could definitely produce problems as well.
pirren: The EU hardly counts... it's one of the best connected regions to the US. For me playing from South Africa however, the route for a packet to the US takes me all the way from the Southern most tip of Africa, along the coast, up to the UK, where it gets low priority routed over to the US from there... and the same story on the way back. I know this is my problem, and nobody else's. I was just curious about how lag is for other foreign players.
PS. Good point on the server side computations for multiple firing AGTs, etc... It could definitely produce problems as well.
I know i'm going to get flames for this one, but we *do* already have anti-ordinance turrets. The shield turret works for this. The only thing that makes it nearly useless is that you cannot target missiles so figuring out where to aim to block them takes a LOT of practice.
It works, I've done it. It's not practical for Moths/Atlases, but it may be more useful on a Trident. Even with only one shield turret equipped, the pilot could adjust their bearing to keep the incoming missiles within the range of the turret.
If we could target incoming missiles, using it effectively would be much easier. If one of the devs could double-check and see if the fired shields trigger missiles proximity fuze, that would be useful to know as well. In my opinion, it should, and these few changes would give a mostly useless addon application in several areas of gameplay.
It works, I've done it. It's not practical for Moths/Atlases, but it may be more useful on a Trident. Even with only one shield turret equipped, the pilot could adjust their bearing to keep the incoming missiles within the range of the turret.
If we could target incoming missiles, using it effectively would be much easier. If one of the devs could double-check and see if the fired shields trigger missiles proximity fuze, that would be useful to know as well. In my opinion, it should, and these few changes would give a mostly useless addon application in several areas of gameplay.
while you are somewhat right about the purpose of the shield turret, I'm not sure it would be of any more use to a capship (without shields). With shielding however, the ability to block even a relatively small part of the incomming payload may be enough to prevent them from collapsing. Furthermore, the tightness of an effective "stack" would make disrupting the bombardment fairly simple. However, caps dont have shields yet....so its still useless. Furthermore, the narrow spread of the shield turrets makes it about as difficult to aim as the neut turrets, which have been proven to be highly ineffectual.