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PostPosted: Mon Jun 27, 2016 2:36 am 
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Joined: Sun Nov 10, 2013 5:08 pm
Posts: 750
....I mean really... is otto dialed up to ludicrous? Buffs are twice as hard to kill...after being reworked so they would never have to be more than Buff Tuff 1 (see sleepys post for details)...and otto seems just crazy. Single B25 alone and low, took down 4 fighters...

You can see Okdoc, wagga, and myself get shredded by the twin 50s...



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PostPosted: Mon Jun 27, 2016 11:51 am 
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Joined: Wed Nov 13, 2013 4:45 am
Posts: 209
Probably it's the Buff FMs to blame.


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PostPosted: Mon Jun 27, 2016 12:31 pm 
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Joined: Sat Nov 23, 2013 4:02 pm
Posts: 52
The last 2 solo buffs we have encountered had no escorts and they killed 9 fighters for 1 buff lost. I'm hearing radio chatter about just letting the buffs go unmolested since shooting them down is damn near impossible (even by a bunch of 190s).

And what is up with the AAA, some series I get shredded at 6k+ and others it can't even hit a/c on the deck at an airfield?


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PostPosted: Mon Jun 27, 2016 2:03 pm 
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Joined: Wed Nov 13, 2013 1:14 am
Posts: 1047
I was in icon range but not D range when I got shredded.


Capt Hawk
CO - The Knights Who Say Ni!


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PostPosted: Mon Jun 27, 2016 2:51 pm 
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Joined: Sat Nov 09, 2013 3:45 am
Posts: 131
Looked like really bad lag from the B25 player...what with the collision....the one ping dobs death....the long range hawk kill etc


352nd Fighter Group (V) - "The Blue Nosed Bastards of Bodney"
328th Fighter Squadron C.O. (V) - PE - Red and Green

dulce bellum inexpertis

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PostPosted: Mon Jun 27, 2016 4:29 pm 
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Joined: Wed Nov 13, 2013 1:14 am
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Quote:
Looked like really bad lag


Yep, let's blame it on lag again. :lol:


Capt Hawk
CO - The Knights Who Say Ni!


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PostPosted: Mon Jun 27, 2016 4:39 pm 
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Joined: Sat Nov 09, 2013 3:45 am
Posts: 131
Hawk wrote:
Quote:
Looked like really bad lag


Yep, let's blame it on lag again. :lol:

What's your theory?


352nd Fighter Group (V) - "The Blue Nosed Bastards of Bodney"
328th Fighter Squadron C.O. (V) - PE - Red and Green

dulce bellum inexpertis

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PostPosted: Mon Jun 27, 2016 5:05 pm 

Joined: Mon Sep 22, 2014 8:20 am
Posts: 128
If you knew how loose the connection parameters are you'd understand much more about the craziness in WB's. If they were tightened up there'd be 9-10 (maybe more) less players in the game.

I can fly a B-25 and I die all the time, but others fly through everything (fighters guns/ack) with not a scratch. I have a list of players and when they log on in the main I log out. It's not worth the aggravation of staying online.


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PostPosted: Tue Jun 28, 2016 5:00 am 
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Joined: Wed Nov 13, 2013 5:13 am
Posts: 68
Location: Tainan
Actually I would love an explanation for dummies on how connection and lag affect the ack, otto and the game in general. I understand the effects on collisions(there's a good write up somewhere).
I've long wondered about why some fly treetop through ack unscathed, while I, in the few times I've tried going Wewak, get shredded before the paras even leave the bay. And I have tried different approach profiles.
Interestingly enough I've had better results vs ship ack.


TAINAN KAIGUN KOKUTAI
"When I drive a car on an express way, sometimes I measure the distance to another car about 50 meters in front of me, thinking that oh, the shooting would be deadly."
Toshio Hijikata: Genzan/203 Ku Reisen pilot 2005


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PostPosted: Tue Jun 28, 2016 7:19 am 

Joined: Mon Sep 22, 2014 8:20 am
Posts: 128
I'm no expert by a long shot, so take what I post here with that in mind. From what I've read, studied, etc; connection speed isn't much of a problem. What is a problem is jitter and bufferbloat; for any shooter gaming, with bufferbloat most of the problem.

Jitter will cause jerky forward and backward movements, but not warping and such. Bufferbloat problems will be more prevalent for upstream packets. To make it simple; since I'm a simple person! :mrgreen: The game sends packets to your router which in turn gathers them in the buffer until it's told told send them. The more sitting in the buffer the longer the game server waits for the data. If full and not sent fast enough packets get dropped. Example: It may wait for 2 or more packets before sending; then send. Milliseconds have passed which turn into larger numbers as the packet goes from your computer to the trunk line routers to the game server. Meantime the game server is pushing packets to you at steady state.

Ever notice a player who just as you pull the trigger they warp out of your gunsite? How about the bullet sponge (your shooting at where they were on your frontend), but in game they aren't there? How about the plane you PK that blows up behind you after you pull up from your pass or after you quit squeezing the trigger you get a PK? These are all symptoms of bufferbloat from what I understand. Basically the plane isn't where the game thinks it is. Hence ack shoots at thin air as the milliseconds in delay of packet input makes it so. Add in movement such as rolling and other movements and voila.

Downstream packet bufferbloat is practically no problem for gaming. There are some things you can do to help with bufferbloat, but most consumer grade routers don't have the software to effect results from what I gather. I use a business connection with "supposedly" higher end hardware.

Take this info for what it's worth. Maybe a pile of cowpie or not. ;)

Test your connection using this:

http://www.dslreports.com/speedtest

Testing:

Image

Log view of results: http://www.dslreports.com/speedtest/4290743

My laptop through wifi:

Image


Last edited by yamon- on Tue Jun 28, 2016 3:08 pm, edited 1 time in total.

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