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@ Relic - Command Input Lag

11 Sep 2013, 04:30 AM
#1
avatar of GreenDevil

Posts: 394

I would like to raise the issue of command input lag. What I am referring to is the delay in the response of my units in game when I issue them a move command, whether it is a retreat, move, vault, reversing a tank, or an ability, there is always a substantial amount of delay. This makes the game feel very sloppy and a chore to play.

I am sure this is not a problem at my end. I am running a 4770K, 16GB Ram and a GTX 780 on a 100mb a sec connection. Sometimes I have counted nearly 3 seconds for my units to respond to commands I am giving them.

This becomes a major issue when I'm trying to dodge satchel charges or retreat out of a bad engagement, it sometimes can be the difference between saving and losing a squad.

Can I also raise the issue of vehicle paths. Is this an issue being worked on? For example in a game the other day I called a tiger in and before it has even entered the actual playing map on Rzhev, it stopped, turned 90 degrees then drove forward a little then turned another 90 degrees back to its original position and kept on driving. That is just one example of bad pathing, however, when you combine bad paths with command input lag the game becomes very very frustrating and a chore to play.
11 Sep 2013, 04:38 AM
#2
avatar of Cann0nBall

Posts: 59

It's slightly longer maybe half a second or so from COH 1...but it's long enough to frustrate me every single game. It's just really annoying to be honest.
11 Sep 2013, 04:45 AM
#3
avatar of CrackBarbie

Posts: 182

+1! Definitely one reason I don't play coh2 as much as I'd like to.
11 Sep 2013, 04:49 AM
#4
avatar of Abdul

Posts: 896

Yes its very annoying and I see no point in having it.
11 Sep 2013, 07:20 AM
#5
avatar of OnkelSam
Honorary Member Badge

Posts: 1582 | Subs: 4

I have to agree. It makes dodging grenades a real nightmare!
11 Sep 2013, 07:30 AM
#6
avatar of CptEend
Patrion 14

Posts: 369

100mbit connection means nothing when playing a game like this (I'd be surprised if you need more than 1mbit/s). My biggest replay file is 1.2MB (=9.6Mbit) big, which lasted an hour. It's ping that matters (although of course often people with high bandwidth will experience low pings). To be honest I've never had input lag of 3 seconds, although I do notice some lag every now and then. If that lag can be decreased that would be great, although I personally don't experience it often enough for it to be on the top of my list. It seems I'm quite lucky with the lag :P

I do have problems with dodging grenades, but that's often more due to units reacting, which should be fixed with next patch :)
11 Sep 2013, 08:44 AM
#7
avatar of GreenDevil

Posts: 394

jump backJump back to quoted post11 Sep 2013, 07:30 AMCptEend
100mbit connection means nothing when playing a game like this (I'd be surprised if you need more than 1mbit/s). My biggest replay file is 1.2MB (=9.6Mbit) big, which lasted an hour. It's ping that matters (although of course often people with high bandwidth will experience low pings). To be honest I've never had input lag of 3 seconds, although I do notice some lag every now and then. If that lag can be decreased that would be great, although I personally don't experience it often enough for it to be on the top of my list. It seems I'm quite lucky with the lag :P

I do have problems with dodging grenades, but that's often more due to units reacting, which should be fixed with next patch :)


You're right, the way the units react also compounds the problem. The way they throw themselves on the ground when a satchel charge is thrown instead of GTFO is really frustrating.
11 Sep 2013, 08:48 AM
#8
avatar of Marcus2389
Developer Relic Badge
Donator 11

Posts: 4559 | Subs: 2

Can't agree more :)
11 Sep 2013, 08:48 AM
#9
avatar of tuvok
Benefactor 115

Posts: 786

jump backJump back to quoted post11 Sep 2013, 04:49 AMAbdul
Yes its very annoying and I see no point in having it.

LOL it's not like it's designed to be there, just a problem with the syncing of the p2p players, not something they can turn off by flipping a switch
11 Sep 2013, 08:55 AM
#10
avatar of Enkidu

Posts: 351

The infantry jumping around thing feels better this patch but the vehicle pathing is still very frustrating. It often feels like vehicles try too hard to avoid objects and cratered terrain instead of just driving through it. Medium tanks are especially infuriating when they decide to try and turn a 180 and back through a gap in a hedge row instead of just smashing through it.
11 Sep 2013, 09:27 AM
#11
avatar of Abdul

Posts: 896

jump backJump back to quoted post11 Sep 2013, 08:48 AMtuvok

LOL it's not like it's designed to be there, just a problem with the syncing of the p2p players, not something they can turn off by flipping a switch


then why its not in coh1, eve the steam version?
11 Sep 2013, 09:33 AM
#12
avatar of Le Wish
Patrion 14

Posts: 813 | Subs: 1

Agreed. Lost many squads to this that even with poor micro and awareness would have made it out alive without this lag. Hope there is a way to atleast reduce it.
11 Sep 2013, 14:33 PM
#13
avatar of Turtle

Posts: 401

In this patch's livestream, there was a question about this. The dev basically said that it is mostly an issue with their middleware interacting with the engine that's causing additional lag over their previous games.

It's something they were looking into, but no concrete answer.

It's a bigger deal than most give it attention. And it's only been masked by how bad other aspects of the game were. As they fix and improve the rest of the game, let's hope they

Because, to be frank, what makes a game a game is its interactivity, at the core level, if your game has a weird delay on that interactivity where it's not meant to have it, and it's affecting gameplay unintentionally, then you have a serious problem.

Not to mention certain balance issues can be exacerbated by this, so that if they take too long to fix it, they'll have to retune a bunch of other stuff when they finally do.
11 Sep 2013, 16:04 PM
#14
avatar of Shazz

Posts: 194

This is the #1 reason I don't play all that much anymore.

By a huge margin.
11 Sep 2013, 16:19 PM
#15
avatar of Ringelbeatz

Posts: 23

this is the most annyoing thing about the game.

grenade comes flying - hit retreat - grenade on the ground - unit waits - clicking retreat button furiously- unit waits with retreat icon over their heads - grenade explodes - squad gone

While this happens I start to yell at my screen. and that upsets my girlfriend and she gets annoyed...

Everyone loses, even the people who don't play..

11 Sep 2013, 16:29 PM
#16
avatar of pewpewforyou

Posts: 101

Good luck ever dodging a rifle nade. Ever.
11 Sep 2013, 16:32 PM
#17
avatar of SgtBulldog

Posts: 688

OP raises a very true problem.Trying to improve micro is really hard if the game does not reward it.
11 Sep 2013, 16:32 PM
#18
avatar of Spanky
Senior Strategist Badge

Posts: 1820 | Subs: 2

I remember the langreskaya tourney, when i was against condamnationwings, my troops reacted to my retreat order in such manner, that they glumped up together first and then retreated. Ofc, they glumped together on a nade, lost the whole squad. The lag between me and him, got him so many lucky kills and ofc i just got more and more frustrated by his luck/lag.

So yes, the delay is a major issue. :(
11 Sep 2013, 16:55 PM
#19
avatar of CrackBarbie

Posts: 182

I really hope relic focuses on this issue, as it's more detrimental to competitive play than any balance or gameplay design issues.
11 Sep 2013, 17:03 PM
#20
avatar of Marcus2389
Developer Relic Badge
Donator 11

Posts: 4559 | Subs: 2

That's not just lag tho, it's also the way collisions affects retreating units, something Relic should know if they read my report :D
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