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Hit Reg

Posted: Sat Aug 25, 2018 3:24 pm
by echo
Sorry to say, but I don't know how to check hit reg. Lots of people talk about it but I'm not really sure what it is! I assume it's the % of times that you shoot at something that a hit on that target successfully registers. It seems when people feel that they have a bad connection that their hit registration sucks. Please educate an old BBA'er :eew:

Re: Hit Reg

Posted: Fri Aug 31, 2018 5:17 pm
by edxot
Some guys will tell you to reboot computer.
I tell you a better fix: switch team.

Re: Hit Reg

Posted: Wed Sep 05, 2018 5:16 pm
by Sissyboy
Mainly referring to being on target but not registering hits.

Re: Hit Reg

Posted: Wed Sep 05, 2018 9:39 pm
by echo
Thanks Sis, but how do you actually check it?

Re: Hit Reg

Posted: Thu Sep 06, 2018 9:15 am
by Sissyboy
You can't. It just a personal opinion. When I complain about it I just "feel" like i'm not getting credit for shots I am hitting. :)
Some dudes are really hard to hit. I don't know why. So I would say my hit reg sucks when shooting that player.
We are not really able to quantify it.

Re: Hit Reg

Posted: Tue Sep 11, 2018 1:13 pm
by Swatt
Sissyboy wrote:
Thu Sep 06, 2018 9:15 am
You can't. It just a personal opinion. When I complain about it I just "feel" like i'm not getting credit for shots I am hitting. :)
Some dudes are really hard to hit. I don't know why. So I would say my hit reg sucks when shooting that player.
We are not really able to quantify it.
The hit reg is not an a balanced setting, people that play from other countries face all other players with a high latency, so they can cheat the default setting and use 100ms (game default is 20ms) in their autoexec.cfg. US players hit other US players at the roughly the same latency, so the default for/against works fine; the rub is when US players face international players, they've adjusted for the high latency while we haven't. Thus they hit us, but we can't hit them.

At the time of the games development, I can tell you the architects never imagined this disparity and assumed EU or AUS players would play on servers from that region...so if you know how to cheat the code I truely believe you can gain an advantage playing with a high ping when 90% of the players on that server have a low ping.

Re: Hit Reg

Posted: Tue Sep 11, 2018 4:23 pm
by Randolf
Swatt wrote:
Tue Sep 11, 2018 1:13 pm
they can cheat the default setting and use 100ms (game default is 20ms) in their autoexec.cfg.
You cannot change ping with config, I think you meant prediction here, I am not sure if 100 preditcion is playable to start with. I play with 0 or 1, also i heard that some BBA members were changing it. Given that i don't think word "cheat" is correct here.
Swatt wrote:
Tue Sep 11, 2018 1:13 pm
US players hit other US players at the roughly the same latency, so the default for/against works fine; the rub is when US players face international players, they've adjusted for the high latency while we haven't. Thus they hit us, but we can't hit them.
I can only tell from my perspective but playing with 170 ping is much worse than playing with 60, I hit and kill less and lose 1v1 more often even without lag which also happens more often. I personaly don't change anything when i am switching from EU to NA to adjust to ping. Could I ask where is this idea comming from?
Swatt wrote:
Tue Sep 11, 2018 1:13 pm
At the time of the games development, I can tell you the architects never imagined this disparity and assumed EU or AUS players would play on servers from that region...so if you know how to cheat the code I truely believe you can gain an advantage playing with a high ping when 90% of the players on that server have a low ping.
I think they imagined but it's old game and netcode was never strong side of this game to begin with, your server is not helping with being more laggy that avg QW server.

Given that for you I am the synonim of always hitting and never missing I can asure you that i am handicapped by ping on NA and didn't notice major improvments with config. You can just check my results from NA and EU events here https://www.youtube.com/channel/UC2N96- ... DF5lsqe67Q
My accuracy and kills are lower on NA. I wonder why.

Re: Hit Reg

Posted: Wed Sep 12, 2018 12:09 am
by edxot
Swatt wrote:
Tue Sep 11, 2018 1:13 pm

The hit reg is not an a balanced setting, people that play from other countries face all other players with a high latency, so they can cheat the default setting and use 100ms (game default is 20ms) in their autoexec.cfg. US players hit other US players at the roughly the same latency, so the default for/against works fine; the rub is when US players face international players, they've adjusted for the high latency while we haven't. Thus they hit us, but we can't hit them.
At the time of the games development, I can tell you the architects never imagined this disparity and assumed EU or AUS players would play on servers from that region...so if you know how to cheat the code I truely believe you can gain an advantage playing with a high ping when 90% of the players on that server have a low ping.
It has never been considered a cheat.
You can prove yourself wrong just by testing your theory in some european server.
Just join the server, adjust the net_clientPrediction to a value of half the average ping, and see if you can hit any moving thing.

However you can also test something else that shows you that the prediction mechanism is not working as it was designed for.
Using values 0 and 1, and observing the lagometer, proves this. The difference is huge and it should not be so.

Not sure however if it has been like this since the start. I remember playing a clanwar in the early days of ETQW, at an american server. We played 3 maps and after a disappointing first map, I adjusted net_clientPrediction to 75 (my ping was around 150) and the following maps felt must better.

You can also test something else that will show you some other stuff.
Next time you feel you are not hitting anything, just switch team. This should not work obviously, but it will !!!
People usually don't realize this because it's an unusual behavior. You never switch to the winning team.
However if you do it, you'll realize that there is a lot more to be said about this, than just configurations and latencies ...

Re: Hit Reg

Posted: Wed Sep 19, 2018 11:41 am
by Swatt
edxot wrote:
Wed Sep 12, 2018 12:09 am
Swatt wrote:
Tue Sep 11, 2018 1:13 pm

The hit reg is not an a balanced setting, people that play from other countries face all other players with a high latency, so they can cheat the default setting and use 100ms (game default is 20ms) in their autoexec.cfg. US players hit other US players at the roughly the same latency, so the default for/against works fine; the rub is when US players face international players, they've adjusted for the high latency while we haven't. Thus they hit us, but we can't hit them.
At the time of the games development, I can tell you the architects never imagined this disparity and assumed EU or AUS players would play on servers from that region...so if you know how to cheat the code I truely believe you can gain an advantage playing with a high ping when 90% of the players on that server have a low ping.
It has never been considered a cheat.
You can prove yourself wrong just by testing your theory in some european server.
Just join the server, adjust the net_clientPrediction to a value of half the average ping, and see if you can hit any moving thing.

However you can also test something else that shows you that the prediction mechanism is not working as it was designed for.
Using values 0 and 1, and observing the lagometer, proves this. The difference is huge and it should not be so.

Not sure however if it has been like this since the start. I remember playing a clanwar in the early days of ETQW, at an american server. We played 3 maps and after a disappointing first map, I adjusted net_clientPrediction to 75 (my ping was around 150) and the following maps felt must better.

You can also test something else that will show you some other stuff.
Next time you feel you are not hitting anything, just switch team. This should not work obviously, but it will !!!
People usually don't realize this because it's an unusual behavior. You never switch to the winning team.
However if you do it, you'll realize that there is a lot more to be said about this, than just configurations and latencies ...
Maybe something lost in the translation because both you and Rando have taken exception to it, the usage of the word "cheat" in this context only meant to improving or gaining an advantage, not in a inappropriate way. I don't believe the netcode included a rolling sampling of latency, so a game default was used based on a micro environment of similar players.

I agree with you on one point Ed, for years I played with net_clientPrediction at "1" and my netgraph was a dashed green line...adjusting it to "30 or 35" (roughly half my ping) made the lag-o-meter solid green with dashed thick/thin line. In the end the difference is in what you get used to, when my prediction was low I had to lead the player, now adjusted higher and when playing against other US based players I aim at them. This hasn't improved my game at all and the biggest challenge is when facing high ping players because either your not leading far enough or your aiming at them and the prediction isn't set for their increased latency.

Re: Hit Reg

Posted: Sat Mar 02, 2019 11:27 pm
by edxot
I only use net_clientprediction 0.
Had to be using a really poor computer to verify that it works better (apparently).

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Somewhat related to this topic, check this demo:
https://nofile.io/f/Dnys54mZ6KD/demo_01585.ndm

It was from a recent game, in a day where most of the servers were gone from the server list.
Everyone went to this new server, and I even felt I should use my real nick, and stop testing stuff (and play for real). I was hoping the other weird things I seen in other servers hadn't been deployed here yet.

You just have to see 2 to 3 minutes (you can see more, but the last part of the map was just a poor performance - typical overconfidence from a good start).
At 16:35, I get killed trying to construct the objective.
At 16:31, I get the message that I had finished it !!!
Anyone understands what happened here ?