63Maxpackets

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|¯FC_| Suchspeed<-
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Re: 63Maxpackets
zarzyn wrote:

rUnThEoN?! wrote:
zarzyn wrote:
custom made tools ,scripts.

did I miss something?

YES REAL LIFE .

HAHAHAHAHHA!

Aero wrote:
who enters into my anus kurwa!!!!!

rUnThEoN?!
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Skullheadq3's picture
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Re: 63Maxpackets
Ov3r ? dunnO ! wrote:

And if being far from reality means that most of ppl in e+ uses these tricks to gain some respect, well, i'm glad to be so far from reality.

Ur far from reality because noone here managed to bring up some evidence for that high ping advantage >_<

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

Ov3r ? dunnO !
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Re: 63Maxpackets

Look, i have always an average of 90 ping on rus, but sometimes for unknown reasons, my ping goes up and i noticed i hit a lot more. One day, it was even on 120 and i did a kill streak of 43, for the first and last time in my life. So, i think that an high ping could bring some advantage. Very low ping or very high ping get some benefits in my opinion. I remember, once i played vs you 1 vs 1 and u had a very high ping and i complained a lot ( like i do always i admit it) about your unlag shots ( some missing shots that were hitting me). Well, maybe you really have a bad connection and you are constricted to use this settings (in this case it's ok, it could not be a guilt), but if it's not like this, well, shame on you.

Pinky*Punk
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Re: 63Maxpackets

Happy New 2014

SHANKEY
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Re: 63Maxpackets

One thing i noticed is that when my ping goes up from 230ms to 330ms due to routing issues the game becomes a bit slower like better timing of shots or more time to see your enemy / plan your move . But it sure is painful to play at this ping but sooner or later the players start fragging me as usual despite my high ping .Similarly anyone's ping going up from what they have currently gives them a better game control irrespective if they are low pingers or high ones.

But this kind of rise in ping is due to routing problems and cannot be fixed instantly / cannot be created on command meaning its not in our control.
But i have heard that players can control their rise in ping through some tool.This being said i have come across players with 360 ms ping doing bfg and grenade jumps all around the server with the accuracy of someone at 30-50ms . Similarly their kill score too rises up pretty fast and in no time they are the top scorer of the team Big grin But players with much lower pings 100 -50 - 90.. are hard to catch if they are artificially increasing their ping.
The shots Delight was pointing out i have noticed too while spectating players with 300+ms but these people had real net problems (at-least some of them) and didn't use any tools to incr their pings...but still for other players as far as their using tools are concerned i am not 100% sure because I never keep track of players pings until and unless the change is their ping is too much and catches the eye.

The rail shots from these players always used to look a little away from the target making me wonder how is it possible because when i shoot an enemy i always shoot point blank at the target not beside /nearby him.But perhaps my point blank shots might appear nearby /beside the enemy according to the POV of the people spectating me (game physics maybe) .
(the knock back from grenade launcher and bfg were delayed due to which i donno which way i was getting knocked back lol causing me to get trapped in ambushes easily)

rUnThEoN?!
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Re: 63Maxpackets

well shankey, you have no point.

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

SHANKEY
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Re: 63Maxpackets

Hm well i tried Happy
The only thing is that anyone getting a higher ping from what they usually have like for example from 50 ms rising to 100 or 230 rising to 300 they will see the game a bit delayed as is the usual theory which helps in timing shots better / dodging shots...atleast with me this was the case.Now whether the rise in ping of some player is result of bad net or due to some 3rd party tool we have no way of catching them or do we ?

happy new year
cheers Happy

rUnThEoN?!
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Re: 63Maxpackets

Delight:
Cl_maxpackets different of 125 should be forbidden.
->Irrelevant, maxpackets below 125 and above 63 mean a random delay of 8msec for a shoot.

Bozo:
No, it isn't. It's the rounded half of 125 and the ideal number of packets for low-bandwidth connections.
->
true, it is the ideal number, most numbers above get decreased to 63 maxpackets anyways, you can set 70 and it would still only sent 63.
an exception is 100, that one seems to work too. However 100 desyncs

delight:
I was shooting randomly to prove that just by doing this you can shoot randomly, it kills.
->
In ur vids I can clearly see the moment you press the button and ur mostly on the enemy, depending on video quality.

drukqs:
ping definitely affects the way rails hit (you don't need to aim/time your shots accurately with a high ping, you're more likely to hit 2 or more enemies that are far from being lined-up with one single shot, rail someone who had already bfg-moved etc)
->
not exactly, the delay is between ur click and the moment the rail gets displayed. the displaying of a rail/frag takes exactly pingX2

Delight:
I think just some old players here should stop to take other players for dumbasses and to stop to abuse other players about their real skill.
->
funfact, all Professional Players of the past like HQ, Torzelan, Flex etc, even people with a lot of knowledge about Quake3 tried their best to get 125maxpackets on low ping.

GMZ:
High ping and artificial high ping are ways too different.. when low pingers spec high pingers or watch MVDs of high pingers in general the delag system makes it look like if one could shoot anywhere near target.. however, high pingers see different than what MVD records or what low pingers see while specing..
->
try XP_delagdemo 0/1/Ping (Off/On with Autoping/Manual Setting)

Ov3r:
First, one guy using it, will never gonna learn how to aim correctly
->
Funfact, Unlagged does exactly the opposite, you only hit if you aimed correctly.

shankey:
The rail shots from these players always used to look a little away from the target making me wonder how is it possible because when i shoot an enemy i always shoot point blank at the target not beside /nearby him.
->
XP_delagweapons 0/15, 15 instantly displays your rail, but is inaccurate since the client predicts rails to be elsewhere and elsewhen (creating false hits) as server does. Whenever you spec an enemy, you only see the ping delayed Rail. IF these people would have ping zero they would be perfectly on. An example - even a 30ms pinger can hit left or right of a fast moving target and still hit. Same effect in a smaller degree.

Shankey:
they will see the game a bit delayed as is the usual theory which helps in timing shots better
->
this is the only true advantage a high pinger can have, congratz. Since people see you late they also react late by exactly your Ping (if they have ping zero).

Anyways, here are the basics:
Quake3 is a vm based server running @ sv_fps, every frame is called an snapshot (exact state of the server, on connect its always 'awaiting snapshot')
for every frame it calculates the changes made in the game, wraps it up in a snap and sends it to the client. The server calculates frames in the row it receives packets from all clients.
the snaps client cmd sets the amount of snapshots the client orders from the server. The server sends the wanted amount. However on a sv_fps 30 server, if you have snaps 60, you receive 2 times the exact same state. therefor your practical snaps is 30 anyways.
the server can recieve any amount of maxpackets from the client.
having 63 maxpackets means the server recives around 2~ position updates from you every snapshot. A player appears laggy below 2 (theoretically 1 Update is enough, but practically for all the interpolations to run correctly you seem to need more.)
the 3% packetloss sometimes displayed are due to 30 being a good value, but not exactly fitting in a second. While 125 is 8msec per frame, 30 is 33,3ms per frame.
Hitbox is calculated by server and as long as you send enough updates to not lag, you are perfectly hitable, not depending on ping!
You can sync your own client with the server having exactly 1:1 the position - its called g_synchronousclients 1.
So how does the netcode actually work? Just for urself, you make a position change, go ahead and send the server the change. The server recieves, calculates if the change is possible and sends you your correct position back. This is why u sometimes hang up on corners when you have spikes in lagometer.
But this also means, if you come around a corner, you are your own ping ahead compared to server view.

and here comes in the disadvantage/advantage calculations. The funny thing is, these having nothing to do with ANY game setting. They aren't even Quake specific, they work in EVERY online shooter without g_sync.
for simplification, we first gotta look @ the advantages vs a person with zero ping (same view as server).
Player A: Server view, Zero Ping, Standing.
Player B: Client view, 30 MS, strafemoves exactly to enemy (maxspeed)

In this case, Player B comes around a Corner, Sees player A 30 msec ahead of server view (advantage), clicks and shoot is delayed by his ping (disadvantage) = +-0
THIS MOVE WILL BE ALWAYS +-0 NO MATTER WHICH PING, GG.

In same case, Player A sees Player B late by 30 msec and therefor reacts 30msec late (disadvantage).

So in this game Situation, not depending on pov, the Pinger gets 30 msec out of it. Result = Campers get punished, ALWAYS.

Next case:
Player A: client view, ping 30ms, standing
Player B: client view, ping 100ms, strafemoves exactly to enemy (maxspeed).

In this case, Player B comes around a Corner, Sees Player A 100 msec ahead of server view (advantage), clicks and shoot is delayed by his ping (disadvantage) = +-0
In same case, Player A sees Player B late by 100msec and his own ping, 30msec. If he clicks his overall disadvantage is 160msec.

This is the most simplified version, it also depends on Player speed (since a player is also 24 units wide and Cam is in middle), angle and enemy Player speed.

Now for the record, whenever you camp, ur 'disadvantage = Attackerping + UrOwnPingX2'
stuff gets even more confusing when both Players are in motion. There the advantages are somewhere between Zero and Max Disadvantage of a Player.

Anyways, back to topic. Highping and 63 maxpackets as dirty little helper is a mystery because as long as movement is consitent on server, hitbox doesn't change.
Also as lowpinger of 30ms, your max disadvantage is somewhere between 0 and enemyPing +60. As highpinger of 90ms your max disadvantage is somewhere between 0 and enemyping+180.

Therefor the advantage disadvantage rule for ping is, as higher the ping, as bigger the extremes get. As higher ur ping, as more probably a mistake will kill you.
Now comes the joke of all this, excessivespeed like bfg jumps are so fast you always get the advantage out of a situation. Same goes for grenade jumps if they are done properly.
And some geniuses increased movement possibilitys, reduced switchtime etc in plusN. Considering netcode wise, its more of a ping lame instead of a real battle with a dogfight.

so yes, there is an advantage, but it has NOTHING to do with not being hitable and stuff. As said, thats a mystery.

PS: if you guys think I prepared this for days or something, I do such stuff on the fly and therefor take no warranty of the informations being valid Tongue

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

Ov3r ? dunnO !
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Re: 63Maxpackets
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[quote=Skullheadq3
Ov3r:
First, one guy using it, will never gonna learn how to aim correctly
->
Funfact, Unlagged does exactly the opposite, you only hit if you aimed correctly.

Yes, you are right somehow, but for what i know, unlag allows the server to "remember" when enemy was when the high ping player shoted. Without unlag, when an high ping player shots, seing an enemy, the server compares the position of the enemy right now with the high ping player's shot; logically he has some delay that makes him missing. Otherwise, unlag allows an high ping player to hit someone that meanwhile has moved from that position, that's because the information the server remember, it has frozen at that moment. So, if the enemy has moved, he will be hitted, that's not so fair. That's why it seems high pingers's enemies have a larger hitbox. It is like if high pingers have a ping of 0. I remember this from old players explanation.

D3L1GH7
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Re: 63Maxpackets

@Skull : No no no, I don't care about cl_maxpackets etc. ... of course it is annoying to see players always trying to use weird settings for nothing but this is not the problem. Besides this, my ping is modified with a software, not ingame. No serverside/clientside etc. ... due to recording : the view you are seeing is MY view, on MY screen, while I'M playing. And I'M really shooting BESIDES, near but BESIDES the enemy, or really far from the enemy.

"Skill is when luck becomes a habit".