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madd greazy
OSG Planetary Operations Covert Intervention
37
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Posted - 2013.03.13 21:00:00 -
[1] - Quote
I'm pretty sure I might have just been experiencing a player with bad latency/connection issues, it could also possibly be lag switching.
Either way, as I mass drive a heavy down to 0 shields, 0 armor, on my last shot, i run up to melee attack him as he reloads his heavy machine gun. Up until this point there seemed to be no prblems. As soon as the heavy reached low hp, he started teleporting back and forth, he would dissapear from one location and reappear just a small distance away at that same moment.
But just that small distance that he managed to keep on me due to as I said, lag/latency issues or lag switching, he managed to dodge my melee attacks every time right when i got close enough.
It just seemed super suspicious because he always transported right when i was in range of the melee...
Anyone else had this happen to them?
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Tectonious Falcon
The Southern Legion
419
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Posted - 2013.03.13 21:03:00 -
[2] - Quote
Lag switches don't work in DUST. |
Invading Oren
Mannar Focused Warfare Gallente Federation
12
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Posted - 2013.03.13 21:06:00 -
[3] - Quote
Yeah it happens, i believe i encountered this kind of lag about 3-4 times.Definitely not lag switching. |
Kane Fyea
BetaMax. CRONOS.
95
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Posted - 2013.03.13 21:19:00 -
[4] - Quote
Tectonious Falcon wrote:Lag switches don't work in DUST. They do they just lag the person using it.... It can still be used to exploit the game if you know how to use it. |
Schalac 17
D3LTA FORC3 Orion Empire
5
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Posted - 2013.03.31 17:28:00 -
[5] - Quote
I am of the camp that lag switches are working in DUST and I am starting to notice a lot more of the people going 28-0, 35-0 and so on have very strange behavior when you are up close and on a kill. The idea behind a lag switch is to desync and resync with the server in a non fluid motion. Basically allowing small scale teleportation. This works in all FPS games that have ever been made, dedicated servers and peer-to-peer games still have one system acting as a server so to flat out say that it doesn't work in DUST is both wrong and ignorant of what the basic principle of a lag switch actually is and does.
Couple this with the small stature of the scout frame and you have a nigh invincible opponent. |
Seamie Schmoove
Seraphim Initiative. CRONOS.
70
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Posted - 2013.03.31 17:50:00 -
[6] - Quote
So we're on about lag switching again eh? *Yawn* Let's flog that dead horse again shall we... |
Garrett Blacknova
Codex Troopers
2282
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Posted - 2013.03.31 18:09:00 -
[7] - Quote
Schalac 17 wrote:I am of the camp that lag switches are working in DUST and I am starting to notice a lot more of the people going 28-0, 35-0 and so on have very strange behavior when you are up close and on a kill. The idea behind a lag switch is to desync and resync with the server in a non fluid motion. Basically allowing small scale teleportation. This works in all FPS games that have ever been made, dedicated servers and peer-to-peer games still have one system acting as a server so to flat out say that it doesn't work in DUST is both wrong and ignorant of what the basic principle of a lag switch actually is and does. Lag switches work when the game uses client-side hit detection, and/or when you're the host of a player-hosted match, and some forms of lag compensation combined with client-side hit detection can give a lag-switching player a significant advantage.
DUST uses dedicated servers and has server-side hit detection and positional tracking, which means that a lag-switcher will find themselves teleporting back and forth while trying to move, and won't be seeing their targets in anything like the position they need to aim for their shots to hit.
This means that, while a lag-switcher in DUST might make themselves a slightly more difficult target, they make it impossible for themselves to have any real situational awareness, and give THEMSELVES a worse handicap to aim than they do to the other players.
Claiming that lag-switching is at all relevant in DUST is both wrong and ignorant of what the basic principles of lag switches and server-client relations are and what they do.
EDIT: Also, name one FPS game that uses a true peer-to-peer networking model. Just one. I've asked people this before, and am yet to hear a single correct answer. It's an interesting idea, but it doesn't actually work in the context of realtime gaming. |
Schalac 17
D3LTA FORC3 Orion Empire
5
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Posted - 2013.04.01 00:47:00 -
[8] - Quote
Garrett Blacknova wrote:Schalac 17 wrote:I am of the camp that lag switches are working in DUST and I am starting to notice a lot more of the people going 28-0, 35-0 and so on have very strange behavior when you are up close and on a kill. The idea behind a lag switch is to desync and resync with the server in a non fluid motion. Basically allowing small scale teleportation. This works in all FPS games that have ever been made, dedicated servers and peer-to-peer games still have one system acting as a server so to flat out say that it doesn't work in DUST is both wrong and ignorant of what the basic principle of a lag switch actually is and does. Lag switches work when the game uses client-side hit detection, and/or when you're the host of a player-hosted match, and some forms of lag compensation combined with client-side hit detection can give a lag-switching player a significant advantage. DUST uses dedicated servers and has server-side hit detection and positional tracking, which means that a lag-switcher will find themselves teleporting back and forth while trying to move, and won't be seeing their targets in anything like the position they need to aim for their shots to hit. This means that, while a lag-switcher in DUST might make themselves a slightly more difficult target, they make it impossible for themselves to have any real situational awareness, and give THEMSELVES a worse handicap to aim than they do to the other players. Claiming that lag-switching is at all relevant in DUST is both wrong and ignorant of what the basic principles of lag switches and server-client relations are and what they do. EDIT: Also, name one FPS game that uses a true peer-to-peer networking model. Just one. I've asked people this before, and am yet to hear a single correct answer. It's an interesting idea, but it doesn't actually work in the context of realtime gaming. You seem to be another one of the people that have never used a lag switch and have no idea how they work. When a person has a proper lag switch their down stream is never effected. They are receiving all of the information that the server is sending to them. What the lag switch does is delay their response to the server so that they can move and shoot and then when the switch stops the delay it sends all of the information to the server at once. This is why you will see them teleport, or it will seem like they one hit killed you. Because all of the information that they sent in the last second or two is updated at the same time. To say that DUST is immune to this is foolish in my opinion.
As too the peer-to-peer model, it really doesn't matter for FPS as much as not many FPSs are actually all P2P. Most if not all of todays FPS are server-client, some have some elements of P2P, COD/Halo. Out of the 16 or so players in the match though one of them will be the server, which the game will select from connected clients based on pre-match tests for the best possible candidate. It is also a fluid relationship in games like COD as the server can and will be changed if latency becomes a problem or if a better candidate is found during the course of the round.
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2-Ton Twenty-One
Imperfects Negative-Feedback
389
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Posted - 2013.04.01 01:30:00 -
[9] - Quote
If you think it works why dont you spend the $15 dollars and prove it? post a video. |
Garrett Blacknova
Codex Troopers
2302
|
Posted - 2013.04.01 02:29:00 -
[10] - Quote
Schalac 17 wrote:You seem to be another one of the people that have never used a lag switch and have no idea how they work. When a person has a proper lag switch their down stream is never effected. They are receiving all of the information that the server is sending to them. What the lag switch does is delay their response to the server so that they can move and shoot and then when the switch stops the delay it sends all of the information to the server at once. This is why you will see them teleport, or it will seem like they one hit killed you. Because all of the information that they sent in the last second or two is updated at the same time. To say that DUST is immune to this is foolish in my opinion.
As too the peer-to-peer model, it really doesn't matter for FPS as much as not many FPSs are actually all P2P. Most if not all of todays FPS are server-client, some have some elements of P2P, COD/Halo. Out of the 16 or so players in the match though one of them will be the server, which the game will select from connected clients based on pre-match tests for the best possible candidate. It is also a fluid relationship in games like COD as the server can and will be changed if latency becomes a problem or if a better candidate is found during the course of the round. So you didn't read that part where I emphasised how DUST doesn't let that work, because your MOVEMENT is also handled server-side.
It doesn't feed you the correct information based on where your client wants to claim to be, it places you where the SERVER sees you.
A lag-switcher's tracking will be jumpy because a lot of data isn't being sent, because the server doesn't think they're in a position to need it. Also, they'll keep getting told by the server, "you're here" because the client hasn't told the server otherwise, and the movement that was "done" to that point is rewound. When they come out of the freeze, and send a stack of data saying "I did this, and this and this and this and this" the server sends back "Nope. Well, you can have that last one..." and basically tosses out most of the claims the client makes.
Nice try at showing me up though. |
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2-Ton Twenty-One
Imperfects Negative-Feedback
389
|
Posted - 2013.04.01 02:30:00 -
[11] - Quote
Garrett Blacknova wrote:Schalac 17 wrote:You seem to be another one of the people that have never used a lag switch and have no idea how they work. When a person has a proper lag switch their down stream is never effected. They are receiving all of the information that the server is sending to them. What the lag switch does is delay their response to the server so that they can move and shoot and then when the switch stops the delay it sends all of the information to the server at once. This is why you will see them teleport, or it will seem like they one hit killed you. Because all of the information that they sent in the last second or two is updated at the same time. To say that DUST is immune to this is foolish in my opinion.
As too the peer-to-peer model, it really doesn't matter for FPS as much as not many FPSs are actually all P2P. Most if not all of todays FPS are server-client, some have some elements of P2P, COD/Halo. Out of the 16 or so players in the match though one of them will be the server, which the game will select from connected clients based on pre-match tests for the best possible candidate. It is also a fluid relationship in games like COD as the server can and will be changed if latency becomes a problem or if a better candidate is found during the course of the round. So you didn't read that part where I emphasised how DUST doesn't let that work, because your MOVEMENT is also handled server-side. It doesn't feed you the correct information based on where your client wants to claim to be, it places you where the SERVER sees you. A lag-switcher's tracking will be jumpy because a lot of data isn't being sent, because the server doesn't think they're in a position to need it. Also, they'll keep getting told by the server, "you're here" because the client hasn't told the server otherwise, and the movement that was "done" to that point is rewound. When they come out of the freeze, and send a stack of data saying "I did this, and this and this and this and this" the server sends back "Nope. Well, you can have that last one..." and basically tosses out most of the claims the client makes. Nice try at showing me up though.
-1 for logic, it has no place in GD |
Calgoth Reborn
United Front LLC
214
|
Posted - 2013.04.01 02:36:00 -
[12] - Quote
Schalac 17 wrote:Garrett Blacknova wrote:Schalac 17 wrote:I am of the camp that lag switches are working in DUST and I am starting to notice a lot more of the people going 28-0, 35-0 and so on have very strange behavior when you are up close and on a kill. The idea behind a lag switch is to desync and resync with the server in a non fluid motion. Basically allowing small scale teleportation. This works in all FPS games that have ever been made, dedicated servers and peer-to-peer games still have one system acting as a server so to flat out say that it doesn't work in DUST is both wrong and ignorant of what the basic principle of a lag switch actually is and does. Lag switches work when the game uses client-side hit detection, and/or when you're the host of a player-hosted match, and some forms of lag compensation combined with client-side hit detection can give a lag-switching player a significant advantage. DUST uses dedicated servers and has server-side hit detection and positional tracking, which means that a lag-switcher will find themselves teleporting back and forth while trying to move, and won't be seeing their targets in anything like the position they need to aim for their shots to hit. This means that, while a lag-switcher in DUST might make themselves a slightly more difficult target, they make it impossible for themselves to have any real situational awareness, and give THEMSELVES a worse handicap to aim than they do to the other players. Claiming that lag-switching is at all relevant in DUST is both wrong and ignorant of what the basic principles of lag switches and server-client relations are and what they do. EDIT: Also, name one FPS game that uses a true peer-to-peer networking model. Just one. I've asked people this before, and am yet to hear a single correct answer. It's an interesting idea, but it doesn't actually work in the context of realtime gaming. You seem to be another one of the people that have never used a lag switch and have no idea how they work. When a person has a proper lag switch their down stream is never effected. They are receiving all of the information that the server is sending to them. What the lag switch does is delay their response to the server so that they can move and shoot and then when the switch stops the delay it sends all of the information to the server at once. This is why you will see them teleport, or it will seem like they one hit killed you. Because all of the information that they sent in the last second or two is updated at the same time. To say that DUST is immune to this is foolish in my opinion. As too the peer-to-peer model, it really doesn't matter for FPS as much as not many FPSs are actually all P2P. Most if not all of todays FPS are server-client, some have some elements of P2P, COD/Halo. Out of the 16 or so players in the match though one of them will be the server, which the game will select from connected clients based on pre-match tests for the best possible candidate. It is also a fluid relationship in games like COD as the server can and will be changed if latency becomes a problem or if a better candidate is found during the course of the round.
Funny how you sound like someone who has used a lag switch probably frequently |
Schalac 17
D3LTA FORC3 Orion Empire
5
|
Posted - 2013.04.01 02:41:00 -
[13] - Quote
Calgoth Reborn wrote:Funny how you sound like someone who has used a lag switch probably frequently Not frequently, but I have in the past made one so that I could figure out how they work and spot when someone is using one in game. I have also spent hours on maps just throwing grenades to find out where they land and how to best throw them at the start of a match to take out as many of the competition as possible. I was a nade spammer in competitive matches.
You know how net security guys beat the hackers? They learn how to hack.
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