Tremulous Forum

General => Feedback => Topic started by: se7ensnakes on April 29, 2012, 05:12:17 pm

Title: Are tyrants killing the game?
Post by: se7ensnakes on April 29, 2012, 05:12:17 pm
There is a series of problem with trem.  One is the Tyrant.  In an experienced well organize team the tyrant would be irrelevant.  But most of the trem games are mix-matched with experience and newbie players.  if there was a fast way of communicating when to rush, like teamspeak, that would be different.  but for now tyrants are like a tank and you only have machine guns.  In a melee the majority of players who confront a tyrant get killed fast.  The luci is atrocious  for team bleeding and and destroying your own base when defending.  if you get one experience tyrant you could hold down an entire game where all the humans could do is camp. and this camping games are boring.  They are also burky and when you use them you block other players.  Humans dont have this problem to such a degree.  But maybe the problem is not the tyrant at all.
The next problem is the ping and the hacks.  Lots of hacking.  I saw a tyrant rushing up a ramp and i was to the upper right.  I was ready to jump out of the way but midway up the ramp, when the tyrant was not facing me, had not even reached the top of the ramp and he killed me.  He did not even turn my way.  My first experience with an aimbotter I was a dretch.  No matter how i moved he will mass drive kill me.  even as i peaked he will immediately shoot me.  So he might have had somekind of wallhack.  No point in playing. 
There appears to be one server that is active.  this is the AA server.  The wrath server is good if you want practice but I have been stripped there and killing the base is too boring.  Running up and down to reload.  So essencially there is only one server and thats AA and sometimes there is no one there at all.  But maybe 1.1 is dying....I dont know.  All I am saying is that between the ping, hacks and underpowered humans the game is not as much fun. 
Title: Re: Are tyrants killing the game?
Post by: 42 on April 29, 2012, 10:26:56 pm
There is a series of problem with trem.  One is the Tyrant.  In an experienced well organize team the tyrant would be irrelevant.  But most of the trem games are mix-matched with experience and newbie players.  if there was a fast way of communicating when to rush, like teamspeak, that would be different.  but for now tyrants are like a tank and you only have machine guns.  In a melee the majority of players who confront a tyrant get killed fast.  The luci is atrocious  for team bleeding and and destroying your own base when defending.  if you get one experience tyrant you could hold down an entire game where all the humans could do is camp. and this camping games are boring.  They are also burky and when you use them you block other players.  Humans dont have this problem to such a degree.  But maybe the problem is not the tyrant at all.'

Actually, only the n00b players will be daunted by a rant.  If you have enough people (3, sometimes 2, or even 1) you can easily take down the rant by all firing at it, and dodging its charges (which is surprisingly easy in long hallways).  People have been known to take down a tyrant with nothing but a rifle (maneuvering a tank is hard).  As for the luci, it's bad for base def, but if used correctly, it is an amazing tool that will quickly decimate any rant or alien base. 

Quote
The next problem is the ping and the hacks.  Lots of hacking.  I saw a tyrant rushing up a ramp and i was to the upper right.  I was ready to jump out of the way but midway up the ramp, when the tyrant was not facing me, had not even reached the top of the ramp and he killed me.  He did not even turn my way.  My first experience with an aimbotter I was a dretch.  No matter how i moved he will mass drive kill me.  even as i peaked he will immediately shoot me.  So he might have had somekind of wallhack.  No point in playing. 

Do you know for certain he was using a crack?  I've been shot down quite a few times by a good mass-gunner.  They can be deadly accurate, even if you're moving very fast.  As for the rant, I'd only believe it if I saw the demo. If you could send it to us, I'd be more than happy to review it.

The other thing about crackers, is that they don't show up very often, and for a good reason: the kind of person who cheats of a game, quickly loses interest in it, because interest is fostered by skill and hard work, nor by cheating.  You don't get the same joy out of cheating than you do if you take down a lucisuit solo. 
 
Quote
There appears to be one server that is active.  this is the AA server.  The wrath server is good if you want practice but I have been stripped there and killing the base is too boring.  Running up and down to reload.  So essencially there is only one server and thats AA and sometimes there is no one there at all.  But maybe 1.1 is dying....I dont know.  All I am saying is that between the ping, hacks and underpowered humans the game is not as much fun. 

To the contrary, there are two servers active.  The US Official server always has a crowd, and R Unlimited CZ is also active much of the time.  They compose different styles of play; the official server is the vanilla game, while R Unlimited CZ has unlimited bp that delivers a unique twist. 

Since most of your arguments are void, and seem like the disgruntled musings of a beaten n00b, could you please provide some valid points next time?
Title: Re: Are tyrants killing the game?
Post by: danmal on April 30, 2012, 05:08:01 am
Actually, only the n00b players will be daunted by a rant.  If you have enough people (3, sometimes 2, or even 1) you can easily take down the rant by all firing at it, and dodging its charges (which is surprisingly easy in long hallways).  People have been known to take down a tyrant with nothing but a rifle (maneuvering a tank is hard).  As for the luci, it's bad for base def, but if used correctly, it is an amazing tool that will quickly decimate any rant or alien base. 

That's not true at all. There's a reason rants are extremely popular both in public and organised matches. They're extremely tough, have high damage and a strong gap closer.
Title: Re: Are tyrants killing the game?
Post by: Flux on April 30, 2012, 08:07:20 pm
Stopped reading when you complained about the prevalence of "hacking"
Title: Re: Are tyrants killing the game?
Post by: 42 on May 01, 2012, 12:46:06 am
Actually, only the n00b players will be daunted by a rant.  If you have enough people (3, sometimes 2, or even 1) you can easily take down the rant by all firing at it, and dodging its charges (which is surprisingly easy in long hallways).  People have been known to take down a tyrant with nothing but a rifle (maneuvering a tank is hard).  As for the luci, it's bad for base def, but if used correctly, it is an amazing tool that will quickly decimate any rant or alien base. 

That's not true at all. There's a reason rants are extremely popular both in public and organised matches. They're extremely tough, have high damage and a strong gap closer.

When I said that, I was talking about expert players with lasgun or higher.  This isn't the average player with a rifle that's gonna take a rant down all by his self.  (Really 1337 players, however...)
Title: Re: Are tyrants killing the game?
Post by: RAKninja-Decepticon on May 01, 2012, 10:59:13 pm
if the h team only uses things i can viably use mara or lower, i generally will.  if the h team fields stuff i feel i need a rant to counter, best believe i will be ranting it up.

regardless, from the tone of your post, you would definitely not like fighting my basi.
Title: Re: Are tyrants killing the game?
Post by: Kaine on May 03, 2012, 01:34:29 pm
Where is the "Like" button?!  I wish to like your post....
Title: Re: Are tyrants killing the game?
Post by: AppleZ on May 03, 2012, 02:03:09 pm
Kaine!!!
u still play???
Title: Re: Are tyrants killing the game?
Post by: 42 on May 03, 2012, 11:44:16 pm
Where is the "Like" button?!  I wish to like your post....

Whose post?
Title: Re: Are tyrants killing the game?
Post by: se7ensnakes on May 04, 2012, 04:01:09 am
I dont see what you are saying...What i see is that for the most part humans camp.  Even if there are experience players on both sides.  Unless you get an experience player human and novice alien then the likely hood of camping is minimum.  I dont know where you people play but i only see mostly three servers.  I The only server that is active most of the time is the AA server.
Title: Re: Are tyrants killing the game?
Post by: se7ensnakes on May 04, 2012, 10:06:05 pm
In your gaming world everything is wonderful and as it should be.  Thats not what i see.  The reality is that most times the humans are camping.  Either they are camping or they are feeding.
Title: Re: Are tyrants killing the game?
Post by: 42 on May 05, 2012, 03:00:10 am
You said that already.  And, no, humans don't camp.  As alien, you only ready see camping when there's a completely n00b team, since then only one or two people go out, and then they get killed off fast.  If you even have a few experienced players, they know to go out, and the inexperienced ones follow. 
Title: Re: Are tyrants killing the game?
Post by: RAKninja-Decepticon on May 05, 2012, 08:14:15 am
You said that already.  And, no, humans don't camp.  As alien, you only ready see camping when there's a completely n00b team, since then only one or two people go out, and then they get killed off fast.  If you even have a few experienced players, they know to go out, and the inexperienced ones follow. 
and the inexperienced ones better run when they see the rant train coming.  i typically take on the bigger threat first, but others are just as quick to eat the naked.
Title: Re: Are tyrants killing the game?
Post by: ULTRA Random ViruS on May 05, 2012, 03:27:12 pm
In your gaming world everything is wonderful and as it should be.  Thats not what i see.  The reality is that most times the humans are camping.  Either they are camping or they are feeding.
That is majorly 1.1 only. Humans can't really camp in gpp because they have to drive the aliens out otherwise their base dies in like minutes due to adv maras and snipe explosions.
Also, the wrath newbie training server is not really a good place to train unless you actually live close to the server because it is lagged [meaning you have to aim ahead] and not to mension that the bots have hack-like aiming, which explains why the human bots have blasters and dont buy/evolve etc.
Also, before you accuse someone of hacking, you better spectate them, and see how accurate they are. If they are 100% accurate within a period of at least 10 seconds, then they're most likely are. I know people who has aiming abilities almost hack-like.
You said that already.  And, no, humans don't camp.  As alien, you only ready see camping when there's a completely n00b team, since then only one or two people go out, and then they get killed off fast.  If you even have a few experienced players, they know to go out, and the inexperienced ones follow. 
You do realise he is talking about 1.1? Most of your posts relate to gpp only. Also, if you ever played 1.1, tyrants are actual true tanks. They have 400 max hp, heal 14hp/s [they have 2x healing aura + 7 hp/s regeneration unlike gpp, 350 hp max and heals 3.5 hp/s [out of creep].

That should clear the confusion here.
For those who think tl;dr: 42 plays gpp, thinks and replies about gpp only, s27ensnakes plays 1.1 only, only knows about 1.1.
Title: Re: Are tyrants killing the game?
Post by: se7ensnakes on May 05, 2012, 05:53:57 pm
First you have to start out with one on one and then two on two.  I can easily take out a chainsuit as a goon. but that could go either way. I can never take out an experience or semi experience tyrant.  How long do you have to shoot with a chaingun, I think about 6 seconds.  How quickly can a tyrant kill a chainsuit, about one second.  The tyrant, of course, has the advantage up close, but really most of the maps there is nothing but corridors.  The humans camp until they either feed or get enough points to attack in groups using lucis or similar.  The game is the same most of the time.
There are hacks out there that you can bound-pounce, your kill radius is larger, your aiming box is larger, you could see thru walls, and now where the enemy is. Some people call these hackers pro......and some call them cheats.  What does the game trem is really like without hacks?  I dont know...
Title: Re: Are tyrants killing the game?
Post by: 42 on May 07, 2012, 01:52:33 am
In your gaming world everything is wonderful and as it should be.  Thats not what i see.  The reality is that most times the humans are camping.  Either they are camping or they are feeding.
That is majorly 1.1 only. Humans can't really camp in gpp because they have to drive the aliens out otherwise their base dies in like minutes due to adv maras and snipe explosions.
Also, the wrath newbie training server is not really a good place to train unless you actually live close to the server because it is lagged [meaning you have to aim ahead] and not to mension that the bots have hack-like aiming, which explains why the human bots have blasters and dont buy/evolve etc.
Also, before you accuse someone of hacking, you better spectate them, and see how accurate they are. If they are 100% accurate within a period of at least 10 seconds, then they're most likely are. I know people who has aiming abilities almost hack-like.
You said that already.  And, no, humans don't camp.  As alien, you only ready see camping when there's a completely n00b team, since then only one or two people go out, and then they get killed off fast.  If you even have a few experienced players, they know to go out, and the inexperienced ones follow. 
You do realise he is talking about 1.1? Most of your posts relate to gpp only. Also, if you ever played 1.1, tyrants are actual true tanks. They have 400 max hp, heal 14hp/s [they have 2x healing aura + 7 hp/s regeneration unlike gpp, 350 hp max and heals 3.5 hp/s [out of creep].

That should clear the confusion here.
For those who think tl;dr: 42 plays gpp, thinks and replies about gpp only, s27ensnakes plays 1.1 only, only knows about 1.1.

Ah, thanks.  That's makes a whole lot more sense. 
Title: Re: Are tyrants killing the game?
Post by: janev on May 08, 2012, 01:57:05 pm
I think inactivity and real life concerns have done more to kill tremulous than tyrants.

1.1 Tyrants were strong in stage 3, humans were strong in stage 2 ---> tactics evolved and people had to know when to push their advantage. Or camp
1.2 Alien team is gimped to require teamwork and the use of special abilities ---> In theory use more teamwork, in practice people lost interest in the time it took to balance this new form of gameplay. And gameplay preferences forked the community.

Aaah for the good old days when the only thing you had to figure out was if you wanted to play with lagged vs unlagged, limited vs unlimited BP, SD on or OFF, share on or share off and so on. Now you have to decide between all those forked settings and GPP. No wonder there is nobody on the euro server.  :D

Have a nice day!
Title: Re: Are tyrants killing the game?
Post by: se7ensnakes on May 09, 2012, 02:54:39 pm
Actually I should have titled this  as:  Are hacks killing the game.  Try funlily and see how easy the game becomes. 
Title: Re: Are tyrants killing the game?
Post by: Qrntz on May 09, 2012, 07:14:45 pm
Actually I should have titled this  as:  Are hacks killing the game.  Try funlily and see how easy the game becomes. 
You're funny.
Title: Re: Are tyrants killing the game?
Post by: ULTRA Random ViruS on May 12, 2012, 03:10:06 am
Actually I should have titled this  as:  Are hacks killing the game.  Try funlily and see how easy the game becomes. 
You could say that, but i haven't seen a real 1.1 hacker for about a year or so. As for gpp, there are hacks for it, some douchebag was advertising it on youtube... but i still dont see any active/common players that use it.
First you have to start out with one on one and then two on two.  [1]I can easily take out a chainsuit as a goon. but that could go either way. [2]I can never take out an experience or semi experience tyrant.  [5]How long do you have to shoot with a chaingun, I think about 6 seconds.  [4]How quickly can a tyrant kill a chainsuit, about one second.  The tyrant, of course, has the advantage up close, but really most of the maps there is nothing but corridors.  [5]The humans camp until they either feed or get enough points to attack in groups using lucis or similar.  The game is the same most of the time.
[6]There are hacks out there that you can bound-pounce, [7]your kill radius is larger, your aiming box is larger, you could see thru walls, and now where the enemy is. [8]Some people call these hackers pro......and some call them cheats.  [9]What does the game trem is really like without hacks?  I dont know...
[1].1.1: That depends on your aiming skills and the dodging skills of the chainsuit. Its just the matter of how long it takes you to constantly swipe him. Its actually easy if he doesn't use the sprint key.
gpp: Bsuits taller, pounce stronger, swipe repeat is longer and range is lower... effectively its easier to use pounce, and its quiet easy as long as you hit (duh)
[2]Its easier if you have unlagged on the server, you could lets say use luci and 'walk into the tyrant' if your/rant's ping is high enough [about 250+each] and do a 180 spin and shoot. It'll confuse the tyrant. It only works if the tyrant is moving your way.
[3] I'd say about 5 seconds.
[4] 1.1: about 2 seconds
gpp: less than one second (charge is OP for those who have low ping, for the high pingers it only applies if you corner them)
[5] In gpp that will bring you to lose due to the fact of 'build recovery timers' which take up like 8 seconds to recover 1 bp. I reckon a decent value is 4, but thats what they like so erm.]
[6] Never heard of this, but it is possible if you import the code from pbot codes.
[7] Impossible, you need the server to change its game.qvm to do so. It is not client-side. If you do edit your own, the chances are that you'll be kicked from a pure server from having invalid files or having the swipes not hit half the time.
[8] You need to spec them, they need to spec them. Then decide.
[9] Use a time machine and go to the year 2006, then play. I'm not sure if the majority of servers had unlagged at the time though, i never knew about it at the time.
Title: Re: Are tyrants killing the game?
Post by: RAKninja-Decepticon on May 12, 2012, 07:27:17 am
\
gpp: less than one second (charge is OP for those who have low ping, for the high pingers it only applies if you corner them)
just learn the bullshit movement exploits that prevent you from taking most, if any, charge damage.

Title: Re: Are tyrants killing the game?
Post by: UniqPhoeniX on May 13, 2012, 11:12:59 pm
\
gpp: less than one second (charge is OP for those who have low ping, for the high pingers it only applies if you corner them)
just learn the bullshit movement exploits that prevent you from taking most, if any, charge damage.
So we counter balance bullshit with more bullshit now?
Title: Re: Are tyrants killing the game?
Post by: RAKninja-Decepticon on May 14, 2012, 05:22:28 am
\
gpp: less than one second (charge is OP for those who have low ping, for the high pingers it only applies if you corner them)
just learn the bullshit movement exploits that prevent you from taking most, if any, charge damage.
So we counter balance bullshit with more bullshit now?
isnt that the way it has always been done? 

ive griped about the human bullshit movement exploits for some time now.

anyway, you shouild know i was being sarcastic.  you should know i dont want virus to learn the bullshit because then i would be less one feeder keeping me ranted the fuck up.
Title: Re: Are tyrants killing the game?
Post by: ULTRA Random ViruS on May 18, 2012, 03:21:04 pm
I know about the jumping thing. It doesn't work if the human is cornered though.
My feeding rate depends greatly on the map and the opponent's team ability to aim. No duh. I also just like the feeling of running in and headbiting once or twice for nothing.
Title: Re: Are tyrants killing the game?
Post by: RAKninja-Decepticon on May 28, 2012, 11:31:42 pm
I know about the jumping thing. It doesn't work if the human is cornered though.
My feeding rate depends greatly on the map and the opponent's team ability to aim. No duh. I also just like the feeling of running in and headbiting once or twice for nothing.
sure it works, depending on the map and just how cornered the human is.

and you DO know who you are talking to, right?  im the goddamn king of suicide dretch.
Title: Re: Are tyrants killing the game?
Post by: ULTRA Random ViruS on May 29, 2012, 02:25:48 pm
Maybe its my ping, everything's glitched. I've been realising lately that if i shoot (with unlagged) using md about half a dretch behind the dretch, i hit. If i shoot its head if its moving sideways with hea facing movement direction, i miss. I tested this on a fairely open map.
There is a big difference between 100 and 200 ping you know, and so is 200 to 300. From 200+ping, charge never works unless the human is not moving because i end up going through them or they go through me client-side and therefore my unlagged sees that i miss. From 100-200, charge actually is pretty OP. Below 120, you don't even need unlagged, i've actually turned it off for about three games on SiR server while doing a 1v2 againts two europeans with around 280 ping [probably brother/sisters or mates]. I played both teams. Guess who won. Me, 2-1, i lost one of them because i went to pack the dishes because my mum pretty much rules our house and by the time i got back, there was only a node left.
Sadly i wont turn it off again on that server because somehow my ping is fixed to 190+ which is almost unplayable for lagged.
Title: Re: Are tyrants killing the game?
Post by: Nux on May 29, 2012, 02:58:45 pm
stuff

Take a look here. (http://tremulous.net/forum/index.php?topic=15224.0)

All I can say on the matter is the 'aiming behind target and hitting' effect is pronounced and real to me, but not to everyone. I can't be sure why other people I have asked haven't noticed it but am inclined to believe this is because when it does happen, people assume it was thier failing and not the failing of the rollback logic. I've noticed a similar problem with melee attacks when aiming in the same direction as you and the enemy are moving (so missing should be out of the question), if you are too close your slash will go beyond them and miss but when you're slightly further away the same attack will hit.

Another notable frustration I have with tremulous at higher pings (100+) is with collision detection. Yet again I can't be certain that it isn't just the fault of slow feedback (unavoidable with higher latency) but it seems as though beyond having less time to react to collisions, the collisions last for longer and any prepared counter movements are ignored; making the merest touch with an enemy or ally disastrous to your escape.
Title: Re: Are tyrants killing the game?
Post by: RAKninja-Decepticon on May 29, 2012, 07:32:35 pm

 the collisions last for longer and any prepared counter movements are ignored; making the merest touch with an enemy or ally disastrous to your escape.
is it like a lagspike when you are moving?  you "bounce" out of the collision in a seemingly random direction and velocity?

anyway, this right here is jusrt talk about how unlagged only gived you the illusion of doing what it is supposed to.  and it complicates things by showing things where they are not.

master your lag, learn where to aim for your ping, and you can pull off all the irritating bullshit like headchomps from a mile away and MDing dretches "through walls".
Title: Re: Are tyrants killing the game?
Post by: /dev/humancontroller on May 29, 2012, 07:54:47 pm
lagged
WRONG.

Take a look here. (http://tremulous.net/forum/index.php?topic=15224.0)
i've just added some nitpicky comments there.

anyway, this right here is jusrt talk about how unlagged only gived you the illusion of doing what it is supposed to.  and it complicates things by showing things where they are not.
WRONG. unlagged does not influence drawing locations.
Title: Re: Are tyrants killing the game?
Post by: RAKninja-Decepticon on May 30, 2012, 09:34:27 am

WRONG. unlagged does not influence drawing locations.
suddenly sold on that on account of me not giving a fuck.
Title: Re: Are tyrants killing the game?
Post by: Nux on May 30, 2012, 07:44:31 pm
Take a look here. (http://tremulous.net/forum/index.php?topic=15224.0)
i've just added some nitpicky comments there.

On the thread? I can't see them.
Title: Re: Are tyrants killing the game?
Post by: RAKninja-Decepticon on May 30, 2012, 08:09:58 pm
it was there, now it is not.

it was him asking about several connection related settings, and asking you if you further tested your "delayed animation/sound" theory.

i suspect he deleted his post after actually reading the rest of the thread.

btw, no input on similarity to lagspike behavior?

just a wild guess, but could it be some effect of unlagged's prediction system?

something like:

player a and player b are approaching each other from opposite directions.

player a has 100 ping, player b has 300.

unlagged tries to predict motion by checking where you were moving the last time it received from your client.

player a sees player b coming, and starts to move out of the way.

likewise with player b

collision

all of a sudden, the latency becomes a big issue as each player is getting/receiving commands at different rates, and unlagged is making all sorts of various assumptions, trying to make up the difference, but the result is a collision that lasts a lot longer, and likely will send you off in a random direction.


kind of like what happens when you lagspike while moving.  for a few instants after you spike, you keep doing whatever it is you were doing before the spike (like moving) till the server notices you have not sent any input for a "while".  when the client catches up, you're in a different location.

it's even noticeable with "small" lagspikes (up to 6-700 ping for 2-3 seconds) and very short movements (such as for placing a buildable in an exact spot)
Title: Re: Are tyrants killing the game?
Post by: Nux on May 31, 2012, 01:55:26 am
I've just read through this (http://www.ra.is/unlagged/) (had read parts of it before but this time only skipped the part on how to implement it). He mentions the "delayed animation/sound" as a reason for perceived false hits/misses. He talks about how false prediction can give you a bad idea of where the server sees you and how clumsy it can feel when your client is updated with your actual position. Also notable is that the older version of unlagged had buggy interpolation. For the most part he says pretty much exactly what I guessed might be happening. Additionally, I'd expect that having played tremulous for so long, my brain, in an attempt to compensate for counter-intuitive feedback, interprets events incorrectly so that it can process them as if they were intuitive: rendering my observations unreliable.

Yet, I still believe there's something wrong with the calculation of the rollback which is causing a notable difference between the state at which I fired and the state at which it thinks I fired. I'd love to investigate this further, but it would require a hell of a lot of coding in a language I've never used. I'd need to get the server to save the state it rolled back to and the client to save the state it was actually at and then I would be able to see if there was any difference.

According to him the only thing you should have to account for is when to dodge but I'm quite certain I'm also accounting for where I aim which can only be because the rollbacks aren't doing their job correctly.
Title: Re: Are tyrants killing the game?
Post by: ULTRA Random ViruS on June 04, 2012, 01:00:57 pm
stuff

Take a look here. (http://tremulous.net/forum/index.php?topic=15224.0)
Already read that. Just re-read a bit to re confirm my memory.
For me, this hitting behind the target is only noticable for me when the opponent refresh rate is below 10/s approx. particularly when md'ing dretches. I've noticed that either my computer is being a bitch as usual, or that when i shoot middle-front of the dretch while its moving forward, i often miss. Taking demos for you is unreliable as i did say about a year ago about 'demo lag' complaint. If you want some shitloads of examples, just ask and i'll give you some.
All I can say on the matter is the 'aiming behind target and hitting' effect is pronounced and real to me, but not to everyone. I can't be sure why other people I have asked haven't noticed it but am inclined to believe this is because when it does happen, people assume it was they're
 failing and not the failing of the rollback logic. I've noticed a similar problem with melee attacks when aiming in the same direction as you and the enemy are moving (so missing should be out of the question), if you are too close your slash will go beyond them and miss but when you're slightly further away the same attack will hit.
I think 'wrong'. The closest i can relate to them is when they walk 'into' you and you swipe them. It always misses for me, apparently the best strategie againts me as makes my speed go to '0' as well as make me miss and have to turn a full 180.

Another notable frustration I have with tremulous at higher pings (100+) is with collision detection. Yet again I can't be certain that it isn't just the fault of slow feedback (unavoidable with higher latency) but it seems as though beyond having less time to react to collisions, the collisions last for longer and any prepared counter movements are ignored; making the merest touch with an enemy or ally disastrous to your escape. This is quite a pain to me as well, especially when all of the sudden, an ally walks into or in front of you, or even under you and you land on them, and ur speed pretty much slows to 0 immediately or slows down significantly. Even worse is the shove effect, but thats something else.
One thing that annoys me most about unlagged is the time when the computer accepts you've swiped and when you do click. I would personally like to have the unlagged calculations from the previous frame before, not on the current frame when the computer detects it as often this is a pain for me. My crappy computer delay + framerate delay all adds up to about to an additional 100 ping for me. Another annoyance is the sv_fps being so low but thats kinda unrelated.


lagged
WRONG.
What am i wrong about? That you don't need unlagged below that certain ping? Its just my opinion, not sure if you are used to playing lagged. I'm still learning to aim ahead particularly at 80 ping.
I've also won matches on 400+ping servers lagged and i've recorded it LIVE. I was kinda being a bitch halfway though by refilling my mass driver while a marauder snipes my base. [korx mod]
Title: Re: Are tyrants killing the game?
Post by: /dev/humancontroller on June 04, 2012, 01:24:30 pm
lagged
WRONG.
What am i wrong about?
fact: there is no such terminology "lagged" to denote games that do not employ the features of Unlagged, a Quake 3 mod.
Title: Re: Are tyrants killing the game?
Post by: Nux on June 05, 2012, 03:01:28 am
[The] thing that annoys me most about unlagged is the time [difference between] when the computer accepts you've swiped and when you click. I would personally like to have the unlagged calculations [start] from the frame [previous to] when the computer detects it.

You're going to have to explain a lot of what you mean there: When you say 'computer' do you mean client or server? Are you judging the time 'the computer accepts you've swiped' by the time you see blood or hear a sound effect? You do know the unlagged calculations are serverside and take into account things like built-in lag, right?

I don't see what looking at the frame before the 'current' one does to help. If the state estimation is wrong, it's wrong by a lot more than just one frame.
Title: Re: Are tyrants killing the game?
Post by: ULTRA Random ViruS on June 05, 2012, 02:46:51 pm
fact: there is no such terminology "lagged" to denote games that do not employ the features of Unlagged, a Quake 3 mod.
I just use that term to state 'not lagged'. Its a few characters shorter and convenient to type. Why do people call people who stay in the sky with jetpacks 'jettards' or 'jet campers'?


[1]You're going to have to explain a lot of what you mean there: When you say 'computer' do you mean client or server? Are you judging the time 'the computer accepts you've swiped' by the time you see blood[1.1] or hear a sound effect[1.2]? You do know the unlagged calculations are serverside[1.3] and take into account things like built-in lag, right?

[2]I don't see what looking at the frame before the 'current' one does to help. If the state estimation is wrong, it's wrong by a lot more than just one frame.
[1] Basically i want the unlagged to calculate the calculations from the previous frame sent to the monitor rather than the one comming up. It becomes very noticable than you think with low fps.
[.1]No. Thats crazy. If i say thats true, i'd be saying i'd see 0.5 second lag. You know my everyday ping if you've seen me play. About 95% of my games are NOT in australia because not many australians play trem anymore, particularly on australian servers or local. The closest i can get for recent games is SiR/Asia unofficial server with 200 ping.
[.2]The sound effect is late but i ignore sound because i usually play without sound anyway.
[.3]lolwut? I thought the unlagged calculations are compiled in the cgame file. Server-side is whether the server accepts your requests or not.

[2]AS i state, it does make a massive difference for ME and others on crappy computers. I usually react slightly before the crosshair goes of the dretch, then fire upon the exact or close enough frame [my constant framerate is about 40 on atcs in middle with no one around me with my current settings, and 20 on lowest settings {yes, lowest settings make it WORSE, i do not understand how so dont ask me} then the computer detects/calculates the frame later as a miss which is true, it did miss when the computer saw me shoot. This results in my miss-hit ratio of about 15:1 with the dretch using walls. I had high fps in the old days, but my reaction time was crap yet i managed to hit a dretch once every 5 shots. Often theres only about 1.5 or less frames for me to shoot within for me to shoot. On bigger maps like arachnid, i often have to simply be lucky because if i turn about 30 degrees a second (pretty slow looking for my screen dimensions, which is something like 250:140 or something like that, i cant remember, or to be exact, 720:580 pixels) and the dretch about 300 units away, which is quite average, in the alien base, (gives me 16-8 fps or less without any particals or structures), well i have pretty much less than 1 frame for me to shoot the target. In other words, an almost guaranteed miss. Not suprisingly, in arachnid i get repeated sounds, and even worse, those repeated sounds actually 'tear'.*
_________________

*Try to imagine your computer frozen, but still runninig. Tremulous does things like repeat sounds at that timeframe every second. Then try to imagine that sound screwing up like... you should know what i mean.

EDIT: [2]simplyfied: My framerate is low enough that it makes a big difference for me.
Title: Re: Are tyrants killing the game?
Post by: Nux on June 05, 2012, 04:50:20 pm
You do know the unlagged calculations are serverside and take into account things like built-in lag, right?
lolwut? I thought the unlagged calculations are compiled in the cgame file. Server-side is whether the server accepts your requests or not.

If the server trusted your client to say whether you hit or not then things like aimbots would be pointless since you could have your client send a 'I HIT EVERYWUN!' message at every given opportunity. Backward reconciliation occurs on the server. The only thing your client does is render what the server said the game looks like and send your desired actions to the server every frame.

So let's say you have a ping of 100ms and fps of 50. There are two different 'what I did' events: The one your client requested at some point in time and the one the server decides upon 5 of your frames later. I think the problem here is that you're trying to describe what you think is happening behind the scenes rather than what you explicitly see happening.
Title: Re: Are tyrants killing the game?
Post by: ULTRA Random ViruS on June 06, 2012, 10:20:48 am

If the server trusted your client to say whether you hit or not then things like aimbots would be pointless since you could have your client send a 'I HIT EVERYWUN!' message at every given opportunity. Backward reconciliation occurs on the server. The only thing your client does is render what the server said the game looks like and send your desired actions to the server every frame.

So let's say you have a ping of 100ms and fps of 50. There are two different 'what I did' events: The one your client requested at some point in time and the one the server decides upon 5 of your frames later. I think the problem here is that you're trying to describe what you think is happening behind the scenes rather than what you explicitly see happening.
Aimbots work on pure servers i'm sure, because it uses the standard vm from data-1.1.0.pk3.
If you want a 'i hit everyone' you'll need a server that excepts you modded vm. And the server probably has to be modded as well to do so.
Title: Re: Are tyrants killing the game?
Post by: /dev/humancontroller on June 06, 2012, 10:51:44 am
Aimbots work on pure servers i'm sure, because it uses the standard vm from data-1.1.0.pk3.
WRONG.
Title: Re: Are tyrants killing the game?
Post by: Nux on June 06, 2012, 11:16:05 am

If the server trusted your client to say whether you hit or not then things like aimbots would be pointless since you could have your client send a 'I HIT EVERYWUN!' message at every given opportunity. Backward reconciliation occurs on the server. The only thing your client does is render what the server said the game looks like and send your desired actions to the server every frame.

So let's say you have a ping of 100ms and fps of 50. There are two different 'what I did' events: The one your client requested at some point in time and the one the server decides upon 5 of your frames later. I think the problem here is that you're trying to describe what you think is happening behind the scenes rather than what you explicitly see happening.
Aimbots work on pure servers i'm sure, because it uses the standard vm from data-1.1.0.pk3.
If you want a 'i hit everyone' you'll need a server that excepts you modded vm. And the server probably has to be modded as well to do so.

Sorry but it's like you're talking to someone else. Where did I say aimbots weren't able to work when you're connected to pure servers? I said that if the server asked the client the question "Did you hit an enemy?" (which would be the case if the unlagged rollbacks occurred on your client) you could just mod your client to answer "Yes. All of them." which would make something that automates your aim redundant.

The fact of the matter is that the server does not trust the client to tell it whether you hit or not. The server will be the judge of that.
Title: Re: Are tyrants killing the game?
Post by: Flux on June 07, 2012, 05:28:12 am
The real question is: is the game killing tyrants??
Title: Re: Are tyrants killing the game?
Post by: ULTRA Random ViruS on June 07, 2012, 01:33:14 pm
All i was trying to say is that the aimbot is built into the .exe, not the actual data.
The real question is: is the game killing tyrants??
Yes and no. To me in gpp, its completely useless unless you have under 250 ping. With an exception of charging all over the place in the human base for a few seconds. But my fps isnt high enough for me to do that, each frame takes up about one turret length displacement on full charge speed on a standard atcs layout.
Tyrant is too much of a hit and run because of its healing speed relative to its 1.1 version, i'm too used to 1.1 rant.
I think luci should be powered down to 2.5 second charge, the devs said it was stronger in one post but it really isn't, it does the same damage. After that the charge should even out the balance.