Carbineer Archive

Thread: Charge Shot/Improved Charge Shot and KD bug

Xoreshear
Tue May 31, 2005 1:51 pm
#1




Knock down from Charge Shot and the Improved version:


I tested this extensively on Tatooine and Lok. It is worse on Lok.


When a melee mob recovers from a knock down it will "turbo shuffle/accelerate" up to the point it would have been in relation to your character before the knock down occurred.This happened with every CL 23 to 64 melee mob generated on Tatooine via missions.


On Lok the melee mob would appear to stand after the KD and not move. Then I would get damage reports firstand the mob would appear to do its turbo shuffle right up to me afterwards. These instances were with creatures without a secondary ranged attack.


The game is not accurately allowing/calculating for mobs lost distance that should result from a knock down.


I am on a cable connection with a constant latency/ping in the mid to high 40s. Usually 45-47.


Naturally this is probably happening to other classes that use KD, and since I haven't tested them I am not making that assertion.

Message Edited by Xoreshear on 05-31-2005 04:57 PM



Zashar Shasp
Naval Pilot of the Imperial Inquisition
"Eradicating blind romantics stewed in tripe anywhere they are found."
RobbPilot
Tue May 31, 2005 2:51 pm
#2

I think they put a rage sprint on mobs when you hit them now... they move incredibly fast after the first hit and it changes everything. If you snare them, their burst of speed almost negates the snare sometimes meaning that they reach you quickly, if you don't snare on your first shot, the mob may be melee range on you before your second shot.


This rage burst of speed used to be in the game a long time ago, but it was removed by the devs to solve the warping problem where as soon as you shot once the mob was on your head. When snares or roots are expiring now, I'm finding that the mob is chewing on me long before his toon moves at all... meaning the client and server are out of sync a bit. I think this sprinting is having something to do with that.


The best tactics I've found so far to mitigate this are... lead with your snare shot, don't miss ; ), and if you are going to kite, don't run in a straight line. The lag that hurts you so bad can work for you as well if you run in an arc, because the mob is lagging in his vector toward you.

Nyyxx
Tue May 31, 2005 2:53 pm
#3

lol, I thought it was just terrible server lag. Guess I am not the only one. dang mobs slide 30meters upon death sometimes too



-Nyyx-
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RobbPilot
Tue May 31, 2005 2:57 pm
#4

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.



Xoreshear
Tue May 31, 2005 3:27 pm
#5




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



Zashar Shasp
Naval Pilot of the Imperial Inquisition
"Eradicating blind romantics stewed in tripe anywhere they are found."
InfluenzaSWTA
Tue May 31, 2005 3:32 pm
#6

It's entirely server lag. Well, maybe not so much lag as poor update code, but the effect is pretty much the same.

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



---------
Korren Faihon, Squad Leader, Alliance Ace Pilot.
The Explorer's Guide to the Clone Relics

SWG Wiki: if we don't know it, no one does.
One of the reasons for the fall of the Roman Empire was, lacking the number 0, they had no way to indicate successful return from their C programs.
Xoreshear
Tue May 31, 2005 3:41 pm
#7

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?





Zashar Shasp
Naval Pilot of the Imperial Inquisition
"Eradicating blind romantics stewed in tripe anywhere they are found."
InfluenzaSWTA
Tue May 31, 2005 3:42 pm
#8

I doubt it . Something in their "broadcast updates" code is deciding not to send out mob movement information... definitely server side.



---------
Korren Faihon, Squad Leader, Alliance Ace Pilot.
The Explorer's Guide to the Clone Relics

SWG Wiki: if we don't know it, no one does.
One of the reasons for the fall of the Roman Empire was, lacking the number 0, they had no way to indicate successful return from their C programs.
raider7734
Tue May 31, 2005 3:59 pm
#9


Sounds like alag thing.


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.




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IGN Kye • vendor wp -1444, -3847 Naboo
"Persistence is synthetic Luck"
Sylow
Wed Jun 01, 2005 4:18 am
#10







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.


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*







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