for those who've tried the antilag mutator

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Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
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Also @ around 200 meter from my experience with ping of 120 I usually have to lead targets 6ft. infront if dude is running 90 across. With bullet travling @ 2500ft. actual lead should be around 4ft. people are just too used to COD lasor bullets
And you don't see anything wrong with 50% more lead than is realistic? That's even at 200 meters. Check out what that ratio is at 20 meters.
 

mowskwoz

FNG / Fresh Meat
Feb 7, 2011
305
75
0
Phoenix, Arizona
First, thanks to Mek for doing this and thanks to the servers testing it.

I've only tried it out for an hour or so on Ducky's server with a ping of about 170. I found ranged combat to be really easy. I'm not a very good marksmen at all, but with the sniper rifles, I rarely missed.

I'm sure I'm used to vanilla by now after a couple hundred hours, and I don't doubt that affects my perception of the performance, but it was almost twitch shooting. Running targets 200m+ away, no leading, no range adjustment, nothing, just point and click. It felt to easy. The CQC did feel more accurate though. Especially hip shot spray and pray with an SMG.

So for me it's a mixed bag. I definitely appreciate the work (and any mod work done by anyone) but I'm going to have to test this a lot more, in many different circumstances, before I'm sold.
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,794
890
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55
Newton, NJ
...I'm sorry for making the game work too well? :D

Well, I have only been able to try it briefly, and that was my initial impressions. It felt way too easy, and when I almost never miss a moving target, I can't help but think that something is wrong. It really did feel like I was cheating.

Now, first of all I will say that I would rather the current code be optimized so any lag problems are minimized. That and the fact that many players are playing on servers too far away are most of the problem.

With that said, I have no problem with this being made a mutator and I think you are doing a good service for those that want this. I still think problems may pop up later on (dying behind cover, etc) and I have always been personally in favor of the benefit of the doubt going in the target's favor. But that is me.
 

Rak

FNG / Fresh Meat
Nov 23, 2005
3,539
677
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33
D
I'm sure I'm used to vanilla by now after a couple hundred hours, and I don't doubt that affects my perception of the performance, but it was almost twitch shooting. Running targets 200m+ away, no leading, no range adjustment, nothing, just point and click. It felt to easy. The CQC did feel more accurate though. Especially hip shot spray and pray with an SMG.

That's the thing, in RO2 every weapon and especially rifles are just railguns. It feels almost like playing instagib in UT. Not that they're inaccurate IRL, but in RO2 weapon handling and thus sway has been reduced to virtually none at all times. It's almost like that long rifle has no mass at all.

This "instagib" effect was offset by the weirdness of the network model and unusually high pings because of server load. Now with the client side hit detection it's exposed fully.
 
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Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
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Well, I have only been able to try it briefly, and that was my initial impressions. It felt way too easy, and when I almost never miss a moving target, I can't help but think that something is wrong. It really did feel like I was cheating.
I can relate to the viewpoint that the weapon handling in the game is too good. I don't agree with most of it, especially when the argument is "make it more like RO1", but opinions are like that.

However, I think we can all agree that the weapon behavior should be determined by the weapon behavior and not by an externality like the networking model. The end result might still be poorer weapon handling, but getting there in the roundabout way results in some really strange and unpleasant side-effects.

Weapon behavior is the realm of another mutator :)
 

bazookatooth

FNG / Fresh Meat
May 14, 2009
127
137
0
I agree that the terrible lag in RO2 is killing the game. Also am I not against client side hit detection, but a few things should be kept in mind.
First of all it does add a vulnerability regarding to cheats. Correct me if I'm wrong, but with client side hit detection it's the client that determines if the target is hit or isn't. This will make it easier for cheat software to peek and poke into the hit-detections internals at client side and poke "hits" which then will be passed to the server. This has always been a weak spot with client side hit detection.
An other issue is the "getting shot behind cover". That will mainly happen if there is a huge difference in pings and the hit detection will start to work in the favor of those with high pings. Some client side hit detections do actually compensate for that by only compensating a percentage of the latency and not compensate all the latency. That way high pings will still pay a penalty of having a high ping, but average pings will have a good ping compensation. I know that the UTComp mutator does it by not doing any compensation at all if the ping is above a specific value. This way the laggy player is motivated to go and look for a server with a better ping. I'm not saying that it's an ideal solution, because there maybe isn't a better server for him/her.

Based on my experience with online FPS, hackers do not have any trouble finding ways to hack regardless of whether the detection is client or server side.....I always hear people touting this as a big drawback, but is it really that much worse? Hackers find ways to hack. In other games with server side detection some of the players at the very top of the biggest leagues have been found to be hacking. I think it just gives a false sense of security to pretend that server side is really doing much.
 

Meirleach

FNG / Fresh Meat
Sep 23, 2011
79
3
0
So tried this a little bit, one thing it has really really brought back, is the fear of death into the game.

Running and gunning like an idiot with an SMG no longer works anyway near as effectively. You can't just sprint blindly towards an objective, you actually have to use cover, or flanking positions to get there.

It'll be amazing when this gets whitelisted.

Thanks Mekhazzio.
 

Filo90

FNG / Fresh Meat
Mar 4, 2011
713
148
0
I can relate to the viewpoint that the weapon handling in the game is too good. I don't agree with most of it, especially when the argument is "make it more like RO1", but opinions are like that.

However, I think we can all agree that the weapon behavior should be determined by the weapon behavior and not by an externality like the networking model. The end result might still be poorer weapon handling, but getting there in the roundabout way results in some really strange and unpleasant side-effects.

Weapon behavior is the realm of another mutator :)

this
 

Reise

FNG / Fresh Meat
Feb 1, 2006
2,689
851
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Maine, US
I honestly didn't see much problem with the handling now that shots travel as fast as they would in real life. Putting two shots in the same place quickly is about as tough in game as it is in real life, it's just not as easy to judge distance between the two scenarios.

Most maps in RO2 don't offer 150+ meter ranges, so you won't really have trouble putting shots within maybe 6 inches or so of each other in quick succession while using a rifle. But try doing so on Red October Factory or when firing from the town hall to the church in Spartanovka. Hell the mutator's hit markers will show you better than anything.
 

r5cya

FNG / Fresh Meat
Jan 17, 2011
6,048
445
0
San Bruno, California
I honestly didn't see much problem with the handling now that shots travel as fast as they would in real life. Putting two shots in the same place quickly is about as tough in game as it is in real life, it's just not as easy to judge distance between the two scenarios.

Most maps in RO2 don't offer 150+ meter ranges, so you won't really have trouble putting shots within maybe 6 inches or so of each other in quick succession while using a rifle. But try doing so on Red October Factory or when firing from the town hall to the church in Spartanovka. Hell the mutator's hit markers will show you better than anything.
yep. you start shooting at stuff over 200 meters and you'd better have the rifle supported, as you would using the real thing. the mutator doesn't make the mosin into a "rail gun". it makes the mosin what it is at my range. an accurate, high-powered rifle, shooting bullets at almost three times the speed of sound. wait, maybe the mosin is a "rail gun"! how fast do those shoot?
 
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r5cya

FNG / Fresh Meat
Jan 17, 2011
6,048
445
0
San Bruno, California
no reason not to beleive what he said. i may not agree with everything he says, but i've never known him to post anything he didn't mean.

i'm not 100% sure the mod is ready for sumbission. he might still have a few bugs to work out. only mekhazzio knows for sure.
 

Golf33

FNG / Fresh Meat
Nov 29, 2005
922
170
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I'm sure I'm used to vanilla by now after a couple hundred hours, and I don't doubt that affects my perception of the performance, but it was almost twitch shooting. Running targets 200m+ away, no leading, no range adjustment, nothing, just point and click. It felt to easy. The CQC did feel more accurate though. Especially hip shot spray and pray with an SMG.

Are you sure you're not leading the moving target? I tested this fairly heavily using the MG34. From a prone position, if I aim right at a target sprinting across my front at more than about 50m distance, I will miss. I don't have to apply the ridiculous 1m+ leads that I would need without the mutator, but I do have to apply the same kind of lead I would need if using a real weapon on the firing range.

Will try to upload a video if I can work out how...
 

derbefrier

FNG / Fresh Meat
Aug 7, 2011
90
22
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do you know what happens to servers when a bunch of mouthbreathing 200+ pingers start trying to "play" the game? The entire system starts to break down. sub 100 start crying about lag armor, 100+ cry about getting hit behind cover, the general *** hattery of COD and BF comes full force. That's why most servers kick people with pings over 180. Which by the way would end up forcing you to use my solution of starting your own local server anyways. I have no real problems with the mutator, what I have a problem with is this push to have it implemented into RO2. I would rather deal with the lag lead of serverside, than the asshattery of clientside bull****. not to mention the gapping security holes that clientside brings with it.

you see now your just resorting to hyperbole and insults to support you arguments. the very things you describe have been occurring in all online games regardless of its networking model since online gaming was conceived. hell i remember when it was implemented in TFC and counterstrike, at the time i was on dial up in a rural area and had to lead much like i have to in RO2 when they changed the networking it was absolutely amazing finally i could actually aim at what i wanted to shoot instead of 5 feet in front of the target it was a game changer and i just see no reason to seemingly take a step backwards just because a few people like you cant take getting killed by a player with high ping especially when people like me were on the other end of that for years and years. now that i live in town and have high speed internet that feeling hasn't changed and i think something like this that evens the playing field should be supported by all players that like competitive gaming.
 
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Fishsticks

FNG / Fresh Meat
Apr 20, 2011
886
57
0
Alabama
First, thanks to Mek for doing this and thanks to the servers testing it.

I've only tried it out for an hour or so on Ducky's server with a ping of about 170. I found ranged combat to be really easy. I'm not a very good marksmen at all, but with the sniper rifles, I rarely missed.

I'm sure I'm used to vanilla by now after a couple hundred hours, and I don't doubt that affects my perception of the performance, but it was almost twitch shooting. Running targets 200m+ away, no leading, no range adjustment, nothing, just point and click. It felt to easy. The CQC did feel more accurate though. Especially hip shot spray and pray with an SMG.

So for me it's a mixed bag. I definitely appreciate the work (and any mod work done by anyone) but I'm going to have to test this a lot more, in many different circumstances, before I'm sold.

You have to realize the game you are playing now with the anti-lag mutator installed is what vanilla R02 plays like if you are on a LAN. This is exactly how the game played at the Tripwire offices when they were developing it over all those years. On a LAN with a ping of 5-10ms everything is pretty much instantaneous even with the vanilla network code.


With that said, any problems you see with twitch shooting is in turn a design choose by the developers. It just happens to be masked by a high latency connection over the net.
 
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Le0

FNG / Fresh Meat
Sep 20, 2011
638
119
0
Neuchatel, Switzerland
so when is this mutator going to be whitelisted so some real testing can be done. Everyone is raving about this mutator yet the server running it are empty? :confused:
 

Xile

FNG / Fresh Meat
Apr 24, 2011
51
9
0
Finally had a chance to test this out, only populated server I could find at the time gave me a ping of around 150ms, after about 45mins or so I switched back to a 'normal' server at around 60ms and instantly noticed the change, with the mutator the frustration I usually get wasn't there, it felt right. When on 'normal' servers, even after a straight hour of playing I never really feel I've managed to get my eye in because my ping changes.

Mekhazzio, amazing job, thank you!
 

Dionysos

FNG / Fresh Meat
Mar 6, 2006
289
49
0
so when is this mutator going to be whitelisted so some real testing can be done. Everyone is raving about this mutator yet the server running it are empty? :confused:

Try it during the evening / american time. Also I guess most don't want to play unranked after they've tested it.