I have played more than a year with lagged, it sucked. Back then you could go into any server and there would always be players scoring much higher than everyone else, and they would always have < 40 ping. I had to adjust to aim.
That's the world with ping, but there were also people having up to 120 ping who could best them, and in q3, a game just as intense with both players having long range weapons I know a player who played for years with 150 ping and got to own with it. It is this adjustments which is necessary with lagged, but it doesn't mean it's the way it should be. If everything was in a perfect world everybody had the same 0 ping. Unlagged goes some way to fix this, but the problem with unlagged is that it fixes the problem, but not the tuning that was done to the damagemodel of 1.1.0 trem to make the game 'work' in lagged. 1.2.0 fixes this tuning as well and as such provides a much better unlagged experience. Try it out for yourself on the testservers.
With unlagged, I don't care what people are saying, you don't have to adjust to shit. I play against St Anger the same way I play against a 258 pinger, and I also dodge the same way.
Playing against St Anger means shit to me as for me he IS a 250 pinger. If you would have kept to the debate and discussed in ping and stated 40 pinger that would be much more logical. But I get your point.
This "gives humans an advantage" stuff is wrong. It improves the tyrant/goon to the point where only the elite can manage to dodge a decent goon. As for dretching, stay the heck out of the sights of hitscan weapons.
Oh, so suddenly it's the other way around? Sure once they get in range they have a higher probability to hit since they don't need to compensate for ping anymore, but to get in range they have to suffer some more damage on occasion. And if you didn't see them coming unlagged advantage for humans is up anyway. This is also why the 400 health and 200/250 health dragoon are at a great advantage compared to the dretch, basilisks and maybe the marauders. They have more health to waste.
And btw, the common rifle is hitscan so your advice means playing like the way i most like to play, hide and seek. But unfortunately some maps just aren't made for it, this is also why a lot of long-time players hate the boredom of atcs. You can't do many tricks there. Although 1.2 fixes the fun with the squash.
I don't experience most of these "problems" other than around-the-corner shooting, but I like that feature. I would much rather the shooter hit what he aimed at on his screen, than have the dodger escape due to ping difference.
Yes, you do experience them, you just don't notice them because your mind is somewhere else, in the attack pattern. Most prominent example would probably be the atcs campers again. Because it's such a common occurence i can say you must have been in an atcs camping game as a large alien, headed into the lower corridor and just see your health go away chunks at a time. That effect didn't used to be as profound when the game was lagged.
It is a different game to play, I agree, but I prefer unlagged, as I feel the playing field is much more level than without it. The game also is more intense, as you really have to try hard to dodge, whereas in lagged you can casually press random keys and get the job done most of the time. Point blank shotgun shots hit, as they *should* in my opinion.
What is called more level? Anyone with the skill to aim precisely in unlagged is able to compensate in lagged up to 100 ping easily. That it is more intense I can agree on, but that this is less in skill than in mindgames, the unpredictable player owns the dodge while the excellent predictor can beat it. Tbh i have noticed some strange shit with shotgun blasts which should have hit dretches but didn't, i leave that to the coders as i have no explanation for it but it could just happen.
As for high pingers fucking you up, there's a console command to keep them the fuck out, and I do love it.
Guess what, authority lies with server admins. And removing high-pingers in any way is against your idea of a level playing field in unlagged isn't it?
However, I sincerely hope that 1.2 does *not* make unlagged a standard feature, and that we may continue to have it as a mod. Obviously some are opposed to it, and it's better to let everyone play the way he/she enjoys the game the best.
As far as I know 1.2 has unlagged as a standard feature, but at least it has retuned the damage model to make it feel better. Thus it isn't bad perse since it removes the advantage the sudden introduction gave to ranged weapons. I can live with unlagged in that form.
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I find it rather amusing that Lava, Survivor, and Temple think arguing about a single feature is worth their time. You each have one of three opinions: Like, Dislike, or Ambivalent. Simply state your opinion and your reason for having that opinion. There is no need to start a flamewar simply because someone's opinion differs from your own. A polite debate, by all means, but not what is currently transpiring here.
In the eyes of some, particularly those with high pings, Unlagged is a godsend. In the eyes of others, particularly those with low pings, it is an encumbrance — mainly because it takes away their unfair advantage over the former category.
We have each stated our opinion and are having a discussion, as happens when opinions differ. Where you see the flamewar is beyond my view.
I don't care about high and low ping btw because both problems also have an influence on even-pinged players, it just happens to be more profound in high ping differences. I care about an upset damage model in 1.1 and a mindgame which was removed from my repetoire of moves. To the repetoire i can adapt, to the other i refuse to since that in itself is a problem. Coming 1.2 however that one is fixed.