Delayed server response times

I’m facing too many incidents where I try to perform an action almost half a second in advance and the game just decides “screw you, you’re wrong” and acts like it never happened.

Take tracer blink for a second. I blink to dodge a rein charge and almost half a second later it decides I’m now pinned, which ends up looking like I teleported back to my previous position.

I have 20ms ping, fastest mouse and keyboard both 8khz, 0.1mm actuation point. I audibly hear my key press and it just doesn’t happen. Sometimes I spam recall after engaging and it just doesn’t do it in game.

Can the developers PLEASE look into the way they process ticks because it’s starting to get really frustrating, it’s not once in a while it’s every game for me, with consistent ping

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How are you getting ping so low? I cant even get 40 around here…

Where are you from? You might have “limit server send rate” enabled, check in gameplay settings?

FYI Europe servers suck. Dutch people connecting to Dutch servers get same ping as me from a non-Dutch country

The game prioritizes the shooter (or in your example, the Rein doing the charging), so while you might have 20ms ping, the Rein might have 110. So what they see on their screen when they charge is usually what’s going to happen. It sucks that it creates these disconnected perspectives, but it’s either that or the Rein would never land a charge against a lower ping player no matter how good their timing is. It’s good that the devs designed the netcode like this as this evens the odds not only from a hardware perspective, but also from the effect that raw distance from the servers has.

I’ve never had those issues, except one day, when my internet was acting up.

I don’t know what my ping is, probably because I’ve never checked since I never have issues, but quite honestly, this sounds like a you problem.

Yes… it also makes it convenient for all the backtrack-based cheats that are virtually impossible to discern from regular lag. I think it shouldn’t be that lenient

That’s not what prioritize the shooter means, lol.

.https://youtu.be/vTH2ZPgYujQ?si=Z77tdnn79blDaWKF

Guess again. I will say, I did forget about the mitigation factor the netcode has. I don’t know how this works with blink versus charge, but charge has always been a buggy mess and it almost always seems to be prioritized over “mitigation” abilities.

They literally said the opposite of what you said, so, I’m not sure what you mean by guess again.

I don’t know what your definition of “opposite” is, but I said the same thing they did.

To explain it further than they did, the way netcode works, isn’t that there is some 200ms window or something where they just decide, both people pushed a button so we will favor the rein charge. The 20 second ping registers first. Yes, they use predictive netcode, but, 20ms still beats 100ms, every time. It may show you blinking away, but, then it will kill you, because the netcode will “favor the shooter,” in the regard that the person to push the button first (or that the server received first), is favored.

Literally what I said.

And that’s literally incorrect, and they literally explain it in the video.

You have no idea what you’re talking about.

The developers explain it to you brother. It’s not even me saying this, rofl.

“Here’s your reward for reacting to an enemy”:

Death

It’s just how FPS work, lol. They favor the shooter. You pushed the button a ms too late (or rather it registers that you did), you die.

Yeah I’ve never experienced server diff like I have with this game. Blizzard is too cheap to support the game with proper infrastructure.

Closest I can compare the experienced to was host in halo 3. But everyone knew who it was since it was obvious and you could play around it.

I have 60, and this happens very very rarely. Like once a month.
I assume it’s not as much a them problem as it is yours. As my PC is about 9 years old, and should be falling apart now. But nah. Not even close to what you’re saying.