@ Relic - Command Input Lag
Posts: 394
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.
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I do have problems with dodging grenades, but that's often more due to units reacting, which should be fixed with next patch
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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
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.
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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
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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?
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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.
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By a huge margin.
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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..
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So yes, the delay is a major issue.
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