Balancing plus like configs based on Netcode flaws.

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rUnThEoN?!
Skullheadq3's picture
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We kinda all know it, someone takes a nadelauncher and hooks himself through a map, or someone takes a bfg and does the same. Most of the time it is not possible to hit that person. Why is that so?

The reason is pretty easy - weapons in e+ are so excessive it is just hard to keep track of people. This becomes a Problem in the moment the knockback is used to fight instead of just moving.

All of this is based on the same theorie I posted already earlier here - a person who is standing has his own ping as double disadvantage, a person perfectly straferunning in has no disadvantage. This effect incrases with the g_speed of the server, 320 the default of q3 allows people to do both, react on moving in targets (due to seeing arms first, while the opponent has to view around the corner) and also moving in reacting to a camping enemy. It is kinda perfectly balanced which can be seen by playing qlinsta.

Increasing the g_speed basically allows people to go into a room and people can't react fast enough on that - they miss. - Isn't that actually good? less camping? - actually not really, a balance that way leads to corner camping - camp behind a wall till you hear somebody, step out, shoot him and go back.

Now what about cpmphysics and cornersliding? - Well, nothing you can do against that, but mostly stafers can be hearn quite some meters ahead, so it isn't much of a problem.

My point is about nades and bfg jumps, they accelerate you so extreme people can't track, nor they can react fast enough since they are ALWAYS at a double ping disadvantage. Rocket launcher explosions aren't used for that kind of attacks since their knockback isn't excessive enough.

My Idea is to higher the weaponswitch based upon the maximal advantage you get out of a bfg jump. A average player needs about 500msec from spotting an enemy till he aimed at him. A good player needs about 350msec for that, anything below is based upon special situation circumstances. Atm on plusN it is 225msec? (someone maybe check it?) which is to low. 300msec or 333 would fit better considering the reactions. Maybe even higher, that needs to be test out in detail. (Example calculation: a player bfgjumps above a player with a ping of 50, the ambushed player has a disadvantage of 450msec. The jumping player has to wait 333msec and still has to aim. The basic point is that the ambushed player can at least try to take an action before he gets shot).
For Grenadejumps it should be 275 or 300msec - since the speed acceleration is way less.

This is especially a problem in 1on1s and most fast switch configs. Mostly cfgs in E+ are based on killing potential of weapons and not on balancing of the gameflow. For first test purposes I suggest a switch of 400 for the bfg as example.

Pls discuss

PS: Sidenote, it just stroke me in the middle of a game this could be a way.

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

[MR.]MIRCWAR
tyfon's picture
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Re: Balancing plus like configs based on Netcode flaws.

You managed to type all this without mentioning the difference from 1.03 to 2.0? The game plays, much, much faster now than it ever did back then. And it's not only down to CFG. Back then Ali-type players were actually trackable and hitable. Now they just appear in your face after any fast move, double so if they high ping.

rUnThEoN?!
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Re: Balancing plus like configs based on Netcode flaws.

the amount of people understand the 1.03 reference is um wait... you and me and the rest doesn't care much?

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

animalchik
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Re: Balancing plus like configs based on Netcode flaws.

hmmm, i have proposed this since i have stared to work under plusn, but for me the ignorance in here is just to much, ppl dont want lower switchtimes which would put a balance, they want to kill nybs in 5v1 situations, and when i did lowered the switchtimes it was mass whine all though they was double faster than on 1.02...

it ruins the game, but majority just dont care about balance, and its is like it is because ppl dont want to let go their habits and likings for a greater case like is balancing the cfg

u must also take in consideration that the high knocback and fast swiching is introduced because of CTF scene witch now is pretty dead, this was looking a lot different in bro.cfg

there will be always someone who will whine about some change in the cfg, the best u can do is to make major changes in the cfg and dont ask other for opinions, time will show if they going to like the cfg or it will die

I am addicted to life.

zarzyn
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Re: Balancing plus like configs based on Netcode flaws.

Nice idea, But who will do it . ?


Talk about changes dont mean that somebody will make them.


i total agry with all your words. But somebody need to do them.

Happy

rUnThEoN?!
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Re: Balancing plus like configs based on Netcode flaws.

sure you worked on slowing it, but under the reason of spam avoiding. I am trying to explain it to everyone that the gameplay is broken.

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

animalchik
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Re: Balancing plus like configs based on Netcode flaws.

Feeling beat up

I am addicted to life.