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Command Delay?

11 Dec 2013, 01:31 AM
#21
avatar of spajn
Donator 11

Posts: 927

Im seeing huge improvements, first time i have dodged penal squads demo charges reliably from someone who spammed them all game... This was from a game where noone was lagging.. i dont know how it will turn out when people who plays with 5 fps joins... hopefully the greg wilson fix will come soon enough.
11 Dec 2013, 01:36 AM
#22
11 Dec 2013, 04:06 AM
#23
avatar of What Doth Life?!
Patrion 27

Posts: 1664

The input lag fix is, simply put, fantastic. Microing an M3 scout car and T70 against the computer just to test it out and I'm thrilled with the results.
11 Dec 2013, 09:57 AM
#24
avatar of tuvok
Benefactor 115

Posts: 786

The input lag fix is, simply put, fantastic. Microing an M3 scout car and T70 against the computer just to test it out and I'm thrilled with the results.

Err...there's never been input lag in compstomps :p
11 Dec 2013, 09:57 AM
#25
avatar of Senseo1990

Posts: 317

There never was input lag against the AI
11 Dec 2013, 12:46 PM
#26
avatar of Le Wish
Patrion 14

Posts: 813 | Subs: 1

@tuvok and Senseo. Semi-true. No input lag because of many players involved. However, there was a wait for animations to finish, something that is now removed. This means that units will respond faster in both pvp and ai games.
11 Dec 2013, 12:48 PM
#27
avatar of Senseo1990

Posts: 317

Yes but I dont think that this is what people are having the most trouble with and are speaking about when refering to input lag.

It was still an annoying issue, that has improved now, no doubt. But the true input lag that destroys the game experience for some players is something different
11 Dec 2013, 13:36 PM
#28
avatar of Greeb

Posts: 971

Well, it's supposed that it wasn't really input lag what they fixed. Just animation frames that cannot be canceled once triggered.

Now those frames can be interrupted, so the change should be noticeable too against the AI.
3 of 3 Relic postsRelic 11 Dec 2013, 18:20 PM
#29
avatar of pqumsieh
Developer Relic Badge

Posts: 267 | Subs: 8

To clarify, we removed a response delay of 0.251s on stop, move, flinch, and reaction orders. Previously, commands would be queued and delayed until this transition period expired.

In other words, if you previously issued a stop order followed by a move order, you would experience a 0.502s delay before the squad moved. This change impacts games against players and the AI. It does not resolve input delay caused by lag however.
11 Dec 2013, 18:27 PM
#30
avatar of PaRaNo1a
Patrion 26

Posts: 600

i'm glad that inverse took his time to explain this kind of stuff to us, since he has a lot of coding experience.

now people should have a better understanding on why dedicated servers won't work.

Has nothing to do with coding, bu has a lot to do with basic server knowledge....
11 Dec 2013, 18:30 PM
#31
avatar of Nullist

Posts: 2425

Permanently Banned
Sounds good Relic!

By all means, please dont hesitate at all to cut stuff like this if it improves unit responsiveness.
11 Dec 2013, 18:38 PM
#32
avatar of PaRaNo1a
Patrion 26

Posts: 600

To clarify, we removed a response delay of 0.251s on stop, move, flinch, and reaction orders. Previously, commands would be queued and delayed until this transition period expired.

In other words, if you previously issued a stop order followed by a move order, you would experience a 0.502s delay before the squad moved. This change impacts games against players and the AI. It does not resolve input delay caused by lag however.


How about fixing the anoying reaction with molotov and riflenade where 1 guy stays behind while the squad proceeds to move? Sometimes I molotov/nade my own dude because of that =)
11 Dec 2013, 18:57 PM
#33
avatar of GuruSkippy

Posts: 150


How about fixing the anoying reaction with molotov and riflenade where 1 guy stays behind while the squad proceeds to move? Sometimes I molotov/nade my own dude because of that =)

Dunno if it's a feature or a bug, but I hope it will stay in game.
Really good to charge out of cover, and throw a nade while the other squad units find cover.
11 Dec 2013, 19:00 PM
#34
avatar of PaRaNo1a
Patrion 26

Posts: 600


Dunno if it's a feature or a bug, but I hope it will stay in game.
Really good to charge out of cover, and throw a nade while the other squad units find cover.


Hmm stupid me never though of using it while in cover and then moving out. Usually for some dumb reason I was doing exactly the opposite
11 Dec 2013, 19:44 PM
#35
avatar of Imagelessbean

Posts: 1585 | Subs: 1

To clarify, we removed a response delay of 0.251s on stop, move, flinch, and reaction orders. Previously, commands would be queued and delayed until this transition period expired.

In other words, if you previously issued a stop order followed by a move order, you would experience a 0.502s delay before the squad moved. This change impacts games against players and the AI. It does not resolve input delay caused by lag however.


Thanks for this! It was especially noticeable for tanks which would sometimes halt in combat while receiving orders, and then slowly accelerate again, or would not move because more commands had been issued.
11 Dec 2013, 22:24 PM
#36
avatar of Marcus2389
Developer Relic Badge
Donator 11

Posts: 4559 | Subs: 2

To clarify, we removed a response delay of 0.251s on stop, move, flinch, and reaction orders. Previously, commands would be queued and delayed until this transition period expired.

In other words, if you previously issued a stop order followed by a move order, you would experience a 0.502s delay before the squad moved. This change impacts games against players and the AI. It does not resolve input delay caused by lag however.


Thanks Peter ;)
11 Dec 2013, 23:43 PM
#37
avatar of CombatMuffin

Posts: 642

It's great that these issues are being resolved.

A little fun fact: The reason why many animations in games, especially FPS games, seem quicker and snappier, is exactly because of this: Animations that are too long leave less time for player input. Next time you play a game, watch how fast they reload guns, jump, crouch, etc. They are snappy :)

As far as network lag: CoH2 doesn't have the global numbers to support that. To the point where places like North America and Europe might perhaps benefit, but people in other areas might actually have a bad chance of getting a game (and a laggy one).

It's not even a coding issue, or a broadband issue. If you want perfect games between Europe and Asia, you are going to have to bend the rules of physics, or at last reach warp speed :)
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