smoooth wrote:Although this is a great effort it lacks many points that need to be made:
smoooth wrote:Jitter is the absolute worst aspect of lag.
As has already been pointed out in some way, it seems like your comment is better directed as a general speech rather than relating to the lag article.
smoooth wrote:What is overlooked here...
I think jitter is reasonably acknowledged as a big baddy. It makes sense to state the known anyway, since some people will get it wrong. At this point I will not comment on jitter wrt advantage.
smoooth wrote:People with consistent lag can be visually adjusted for by shooting early
smoooth wrote:folks with varying lag and jitter can absolutely NOT BE.
I would like to see some mathematics here
-- show us the relationship between jitter and the decrease in margin of error for the timing of a shot passing through the hitzone. Is 10 ms significant in this respect?
smoooth wrote:If you are serious about playing and you want to know how good you really are, you need a wired connection.
I think this shows how subjective you have made this address. If you have something worth saying, perhaps it is better received in a manner other than a rant.
smoooth wrote:Naturally, bullets will not hit you as much if you have wireless connection or one with constant jitter, it's a fact.
Got any other facts? Careful, so a constant jitter of 0 ms will mean bullets will not hit you as much?
smoooth wrote:In addition the opponent is at a disadvantage because your tank location is inaccurate, you get pauses on movements, blinking tank movements, and unpredictable hitzones.
Have you got any consideration for whether jitter has any negative impacts on the 'victim' client?
smoooth wrote:The problem with the game is that there is no positive re-enforcement to have a good connection.
Still sounds like a rant. So are you going to host 100 servers with limits of 100 +- 5 ms lag?
smoooth wrote:The other aspect of lag that is overlooked is that when people are laggy or jittery it opens up the opportunity to cheat without being detected.
smoooth wrote:Often times I will become used to the lag of a certain player and then magically on one shot, the lag is off. Was this the result of a lag spike? or did they "do" something to manipulate their lag? It's very hard to tell.
How do you suppose someone can control lag to such a degree that they can make things happen to within 1 second of their wish? If this 1 second range doesn't suit your fancy, how often are people being shot at? Can people tell ahead of 3.5 seconds (reload time) that they will need a particular dodge? Has anything or anyone been known in association with a lag tool?
smoooth wrote:Often times I think people mean "Fluctuating Lag" when they say "Lag"
If sometimes you can't be precisely sure of an event, how do you know whether your miss protest is valid? Maybe these are just numbers to some people, a cue; if someone spoofed constant lag 400 ms as 400 +- 20 ms, they could easily get complaints when someone 'realizes' they had 'jitter'.
smoooth wrote:When a player has 100-200ms lag it becomes very easy for players to hit F5 or have other cheats that add delay to prevent a tank from dying. The reason it's easier to get away with is because it's a lot harder to guage where the tank actually is, which means it can be manipulated easier without detection.
Now I have something to ask, a question encouraged for anyone who may know:
So I'm assuming the F5 pause notification can be disabled. Would anyone like to offer scenarios in which they think F5 would benefit the user? Please be specific and use realistic, detailed examples (but not about wall-walking).
If you can, elaborate on the correlation between "add delay" and "to prevent a tank from dying". What's this got to do with lag, or is this just another thing you want to say about 'cheaters'?