Tired of the cast times

I have 20ms. Why is it that when I hold a shield for half a second as brig, on the kill cam I don’t have it held at all? We’re talking 20 millisecond ping.

Please man. I’m tired of this bull. Why does every action in this game have some artificial delay added to it except characters like Doomfist who can block, ult, punch immediately

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Play Doomfist and the same problems will happen to you. I promise. It’s an online game. Lag exists. Crazy, I know…

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In my game when doomfist is 50 HP blocking and everyone is shooting him, he somehow has enough time to instantly wind up his punch and kill all 3 shooting him.

And once again, I have 20ms stable Ethernet ping. It’s not lag, it’s just artificial cast times.

The developers need to improve client side visuals. If you’re showing me that I’m holding a shield, then I better be holding a shield serverside within 20ms (my ping).

The same reason you can’t frame perfect save yourself with iceblock as Mei anymore. They added that lag because of how good it used to work.
So they added this thing that gives the person shooting you more priority over defensive abilities.

So many times I’d ice block with like 12 health left. That pretty much doesn’t happen anymore because of changes. Same with Moira fade. Used to be more “forgiving”

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Omg really? I didn’t know that was even a thing that was changed.

So instead of giving her like a “freeze” time sort of like venture to avoid this happening, they screw with priorities. Great.

Yes I know shields would also be instant, but you can destroy a shield unlike Mei’s ice block (something that should have been possible with Stadium to avoid the annoying snowball and the nerfs that followed)

So many people were complaining about these crutch abilities. And you’d hear the lag problem from their end. “On my screen, I shot them. But she turned into an ice chunk” so they made it so that the attacking screen takes priority.
Not 100% sure how it works, but it’s “shooter’s priortiy” and it’s been here a minute.

20ms ping? What’s that like? On average I get 50ms, although late night games I end up on 75-100ms servers.

Play Symmetra for a couple games and you should be fine.

She’s the queen of cast times and going back to Brig should feel much better :sunglasses:

The issue you’re experiencing is a mix between low server tick rate (60hz tick rate on OW. Valorant tick rates are 120, for example) and favor the shooter.

The system is slow and trying to compensate and figure out what action it should prioritize as fast as it can. Happens to me all the time. My deaths will easily be up to half a second off from where I was when I actually died. Like I’ll crouch, be fully crouched and moving out of the way, and my kill cam won’t even show me STARTING to crouch. Like, wayyyyyy behind my current action.

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I don’t think it was ever changed specifically. Every time you have stuff like in this thread, always check two numbers, RTT and IND. The second one is even more important than he first one. If you have high RTT then it’s a no-brainer that there’s a general delay, not related to a specific ability.

But high IND is even worse in this regard. For smooth experience your client actually doesn’t communicate with the server in real time. It will instead use interpolation and try to predict what will happen instead of verifying it with the sever every time. This is how the game achieves “leveled playing field” for people with different native RTT and stuff like different hardware.

But that means that there will be moments when it indeed does validate the events with the server - specifically, it bundles that together and ships for confirmation, the time window is precisely your IND. Then the server will decide. But what a shame! It happens on both ends, so it’s possible (and very frequently happens) that the server will have:

– Client A: I pressed Ice Block with 12 HP, Then the rocket flew into my face but I blocked it because the block happened earlier
– Client B: I shoot my rocket and then the enemy presses ice block, but I was faster so I got a frag.

And the server will need to resolve this thing. And the “favor the shooter” was always the case, it was there since 2015 and was declared many times by different team members through different game versions. It never changed.

Of course, theoretically it could mean “rubber-banding” if IND is higher than what a human eye can notice - i.e. you’d see your ice block coming off while your character is still alive and then the update from the server comes with the ruling not into your favor, so the block gets undone and the next time you see is elim camera.

That happened in early versions but then they streamlined the process and now the chunks are small enough to not be noticeable - at least, not egregiously so. But it still means that people could feel that they press an ability and it “does nothing”, especially in high ranks where people have good reaction times.

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Delay based netcode is the answer to all our suffering! :japanese_ogre:

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Welcome to favor the shooter. You may have your shield up but the enemy side didn’t have it up.

It’s also extremely irritating when I have one of the fastest peripherals in the world with 0.1mm actuation points everywhere, 8k polling, and sometimes I’m sitting there pressing a key 2-3 times and it still refuses to do it (example recall or ult).

It’s almost like the client has already received that you died, just doesn’t want to show you it immediately, or something else very odd happening.

I find it very strange considering I would class OW’s input handling quite good most of the time

This is 9 years old, on the previous engine, so probably outdated. There were exceptions to “favor the shooter” that actually favoured mitigation (“because you have done something cool”).

This also has nothing to do with client interpolation.

(9:43)

This might not be the case anymore and/or something doesn’t work as intended.


The only network explanation I have is that all packets that contain “shield is up” are delayed or lost. The server also keeps an input buffer for each client that fills up on packet loss:

(29:40)

So stronger packet loss can not only delay the input information of the lost packets but all input information.

There is a warning about it but I never notice it. Things you can try to reduce loss:

  • reduce client and/or server send rates in the settings
  • improve prioritization in your router settings
  • ask your internet provider about it
  • close other apps, especially launchers that might download updates
  • make sure Windows is not currently updating
  • ??? Stuff from here Connection Troubleshooting - Blizzard Support

Was going to say- i have countless videos of me launching into the sky glowing blue, only to land as a dead on the ground cosplaying as Dr Manhattan because the game decided “no no actually you died before you hit meteor strike”

Lag is very much a thing on Doomfist. As it is with pretty much all heroes.

This game is favor the shooter, outside some exceptions. You have low latency doesn’t matter - if they hit you on their screen, it’ll score the hit for them. There is of course a limited window for this on their part, but it’s still there.

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the game “favors the shooter” since launch.
Meaning if they hit you on their screen, you are hit.
it’s a way to combat lag and feel less frustrating.

That does feel awful happens to me from time to time, I die with shield up, watch kill cam shield never came up.

It got worse with the crossplay patch in OW1, too. It got even worse with the addition of the Switch. :cry:

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I felt this painfully hard in stadium.