Getting killed behind walls got old a long time ago

He is explaining a fairly common occurrence when playing high mobility heroes. The same thing happens to me all the time, and I’m a 950 hour Lucio main.

I dont get long distances, but I get corner deaths all the time, where the replay is different from what I did, but I tend to let it slide just knowing the equation, and considering the amount of times it is accurate enough, just sort of accept it as the cost of doing business.

He doesnt really describe rubber banding or server syncs in his complaint, just latency difference, and is perfectly describing playing against a high latency opponent.

Corner deaths was not what he originally said. While I think he clarified at this point, dying “dozens of yards” away from where you were is not a common occurence at all. Dozens of yards away would literally be a full second or two of travel even on a faster character. A slow normal speed character without speed boost would probably take 5+ seconds to travel that far.

I take exaggerations with a grain of salt. I know what hes talking about, he embellishes it a bit, no biggie.

I do as well, which is why my very first post was essentially a sarcastic mock of what he said, but his replies essentially tried to reassure me he wasn’t exaggerating, even upon asking for clarification.

Obviously if you want realistic help with a problem you have, it’s in your best interest to not continue exaggerating your point. Granted based on follow up discussion it sounds more like just a mistake on his end trying to describe his situation.

Never seen it since I tore apart my router and spent almost an entire day tweaking the settings. Are you playing on Wi-Fi? My games also felt like absolute trash and had constant disconnects until I got fed up and pulled a cable across my house.
This never ever happens in OW for me anymore. Siege? Sure, I get killed a second or two after taking cover - Ubisoft servers are hot garbage. Titanfall 2? Hell yeah, it depends on which server you land on (small population) and is also affected by the player’s speed and manouverability. Call of Duty? Of course, that game’s netcode is a steaming pile of bollocks. Hunt: Showdown? Floaty as all hell when it comes to tracking your targets, moreso when ending up on a Russian server (ping 70ish). Star Wars BF2 and Battlefield V? They’re decent (considering playercounts on a server) but it depends on the player and their ping. PUBG? PUBG… get the hell outta here and don’t make me laugh.
Not Overwatch though - not anymore.
(I’m in EU btw, 30-40 ping to most German datacenters, that might be a factor also)

They probably weren’t as server-authoritative as most games are nowadays. Doing things on the client is very risky cheat and exploit-wise so what most games do now is send your data to the server to be verified and OK’d back to you in order to even do basic things such as moving or shooting. You don’t get OK’d, you don’t move. Period.

Don’t consider it a bad thing, it’s a necessary “evil” in today’s gaming climate, unfortunately.

If you had higher than a set amount of ping in unreal tournament the server wouldn’t let you play on it if it ran with mods to ensure fair play. Breakpoint for many servers were around 100 ms, then you got kicked off. I never had more than 20-30 ms on any servers in UT. Meanwhile in OW, I get over 100 ms regularly because AMS1 is completely screwed and packet loss, because blizzard won’t recognize that it’s their server at fault. There’s no problem from my side. I have a more stable connection to the US servers from Europe than I do to AMS, which is just like 3 countries away.

This is a game where it happens just as any other.
Theres only 1 problem though, the favor of the shooter. And yes, it gets ridiculous. Like pressing Swift strike, going through someone and when you are doing the 180º, suddenly you snap back 15mt (a like half a second ago), get stunned and die.

… it feels REALLY bad. If it was only with strafes, like any other FPS, its a “meh”. You learn to pre-fire and staying close to natural cover more and react preemptively … but with high mobility heroes, it feels like you just got scammed.

Happens way less with 30ms, in the 50-70ms I see it once in a while. Beyond 120ms its so bad that it is ridiculous. Specially watching the kill cam.

This is your provider issue. Because your provider have contract with peering providers and if it’s too expensive or for whatever reason it will go through different route which may be bad or longer.

But I can understand why there’s some kind of lag compensation active. People with higher ping can also enjoy this game and not rubberband or miss their shot especially on console with wi-fi users. Back in the days on Quake 3. 50-100ms ping was already too much to miss your rails because you had to predict your shots.

No, it isn’t. It’s AMS1 being all screwed. The fault lies at the end of the routing, which is where Blizzard should be taking over, there is nothing my ISP can do because it’s in the netherlands the problem is, just before blizzards servers. They can’t put me through another route when it’s just before blizzard servers the problem lies. If I end up on CDG1, which is in France, the game plays really smooth.

If you search for ams1 lag on google, you’ll see that it’s a recurring problem for a lot of people.

https://www.reddit.com/r/Overwatch/comments/7660cy/major_packet_loss_on_european_servers_on/

The problem has existed for several years.

I have a more stable connection to the US servers because of this problem with AMS1. I end up in CDG1 maybe 1 out of 10 games.

If you have issue there then you should send logs with proof to support so they can investigate.