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7/21/2025, 9:57:00 AM
Ive been thinking about ping recently and it made me realize it nerfs your firing speed in certain situations
I hear you asking "but how you retard?". Allow me to explain
imagine you're a soldier playing with stock, and you have high ping. you fire a rocket at an enemy. normally despite the high ping you should be able to hold M1 and fire at the same speed as anyone else, logically speaking. but because of the high ping by the time your rocket is ready to launch another rocket your previous rocket still hasn't exploded and your client hasn't received the information from the server on where the enemy was knocked back by your previous rocket. meaning if you want to be accurate you have to wait and hold out on firing until your GPU actually draws these frames and you can finally make an educated next shot.
essentially, because of the lag, your firing speed is reduced indirectly. normally, by the time a rocket launcher can fire again the rocket has already exploded and the enemy has started moving.
something similar but not exact happens if you're using hitscan. imagine a scout vs scout, they're both holding W and M1 towards each starting from quite a high distance. but because of the way ping compensation works the laggy scout's shots will be dealing less damage than the good ping scout. why? because, despite firing their shots at the same time, the laggy scout will be considered to be further away from the enemy because his position is "reversed" by the server every time to validate it resulting in higher damage falloff than the other scout.
speaking of scouts and soldiers, a laggy scout's accurate shots will miss all the time because the server will reject their shots with the message "nu-uh, you weren't actually there, a rocket knocked you back to X 200 milliseconds ago so you couldn't have taken that shot"
tl;dr I fucking hate ping bros. it's 2025 why can't we teleport packets yet?
I hear you asking "but how you retard?". Allow me to explain
imagine you're a soldier playing with stock, and you have high ping. you fire a rocket at an enemy. normally despite the high ping you should be able to hold M1 and fire at the same speed as anyone else, logically speaking. but because of the high ping by the time your rocket is ready to launch another rocket your previous rocket still hasn't exploded and your client hasn't received the information from the server on where the enemy was knocked back by your previous rocket. meaning if you want to be accurate you have to wait and hold out on firing until your GPU actually draws these frames and you can finally make an educated next shot.
essentially, because of the lag, your firing speed is reduced indirectly. normally, by the time a rocket launcher can fire again the rocket has already exploded and the enemy has started moving.
something similar but not exact happens if you're using hitscan. imagine a scout vs scout, they're both holding W and M1 towards each starting from quite a high distance. but because of the way ping compensation works the laggy scout's shots will be dealing less damage than the good ping scout. why? because, despite firing their shots at the same time, the laggy scout will be considered to be further away from the enemy because his position is "reversed" by the server every time to validate it resulting in higher damage falloff than the other scout.
speaking of scouts and soldiers, a laggy scout's accurate shots will miss all the time because the server will reject their shots with the message "nu-uh, you weren't actually there, a rocket knocked you back to X 200 milliseconds ago so you couldn't have taken that shot"
tl;dr I fucking hate ping bros. it's 2025 why can't we teleport packets yet?
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