Carbineer Archive
Thread: Charge Shot/Improved Charge Shot and KD bug
Message Edited by Xoreshear on 05-31-2005 04:57 PM
Lag is a big part of it, don't get me wrong.
But, watch how fast those guys run when you plink them now... its pretty impressive.
If you have a lower ping, you may never see that sprint, they may just render on your head after you hit your opening shot... I'm not having that issue yet though.
I am use to the burst run, and I can work around the issue. I stay in motion the whole time I kite so when they pop up from the KD/imp leg shot I am at max weapon range. Then I usually drop snare on them and increase the distance, np. I can handle it, just IMO it should not be happening. What I am describing is not the opening burst run, this is more like force run
I was fine on Tat and adjusted on Lok because I knew what to expect. Makes it rough though when the damage updates come before the creatures position changes.
People that can not properly kite usually fire off their opening shot when standing still which roots them til it cycles, and/or they engage the mob at less than near max weapon range. I run towards the creature and when I am about 46m away reverse my direction towards my keyboard and fire my opening shot to pull. I only stop if I am going to go OOR after my KD lands and I want imp leg shot. Obviously, I have chase cam off. With snare, KD, imp disarming shot I rarely get hit, and when I do with CM and stim D ithardly matters.
Message Edited by Xoreshear on 05-31-2005 06:35 PM
One of your client's primary rendering jobs is to take updates on player/creature locations and smoothly update the corresponding model on your computer. Upon receiving new information on a target's location, your client has to figure out how far the target has moved since the last update and play the right animation at the right speed to move it to the correct location on your screen. If the client didn't do this, then every creature on your screen would warp every time it moved anywhere... there would be no smoothness to movement and the game would be a total immersion nightmare.
When you knock down a target, your client gets a message to play a "falling down" animation at the updated location of the target. The reason targets sometimes "drag" when knocked down is because the server and your client are out of sync; it's been a long time since you got an update on the target's location, so when you received the knockdown message, your client tried to make the movement smooth by dragging the creature to its new location, rather than warp it there. Normally this effect would look fairly natural because a running animation would be playing... but because the target has been knocked down, the client doesn't play a nice animation.
The "sprint" people bring up is also server lag. You send a command to attack a mob, the server processes it, then tells you to play a firing animation. In that time, the mob has already responded to the attack and is charging at you on the server. When your client is finally made aware of this fact, it has to move the target to its new location very quickly, which is why the mob appears to sprint. In reality the mob has been moving its normal speed the entire time; it's the client's attempts to catch up with the server that causes the running effect. This is also why so many people swear that Snare doesn't do anything in PVE. They snare their target, but the client still renders the creature in its normal running animation because it has to catch back up with the server. Once the two are back in sync you can clearly see the creature running slower, but many people don't pay attention that long.
The only bug here is that the server isn't sending updates as often as it should. Somewhere SOE has code deciding when an update is relevant and when it isn't, and it's clear that this code is filtering out too much. This is why melee mobs often appear to be hitting you outside of melee range. On the server the mob is within range... on your client it isn't, but that doesn't matter.
A smart player can make up for this effect as has been brought up: don't wait for your target to start moving before you start to kite. Fire a shot and immediately assume your target is now running at you despite what your client says. If you wait, you may find that the kimogila you just shot is now on top of you and you're dead.
Message Edited by InfluenzaSWTA on 05-31-2005 03:36 PM
You are right Korren, I do work around it.
It is only annoying in that it should not really be occuring. Do you know if you can create a command line, or any such thing in a .cfg or .ini file to influence server update information?
Aye... makes me wonder, why we had to take the "snappy movement" stuff... more direct and reactive gameplay, right? Unfortunately it doesn't matter at all that you can position your character exactly where it looks great (like, just around a corner, firing and retreating before the conterfire comes...) when you don't see what's actually happening, anyways... *sigh*
My rule of thumb is after you KD, you haveenough time to do twoshots (legshot, critical, or whatever) and then it's time toCripple shot. Idon't go bywhat the mob looks like it's doing,I go by whatI know it's doing on the server-side..if that makes any sense.