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| IL-2 Sturmovik: Birds of Prey Famous title comes to consoles. |
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#1
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A quick point about connection issues - Connection is king in this game. (I have experience of this) I was good at BoP (last year) on a 8mb connection then I moved house. Had a much poorer internet connection at the new place (3mb download) All of a sudden I found I couldn't hit anything unless I was right on top of them (even then my bullets seemed to miss when I thought they should be hitting). 2 months ago I got fibre optic - 30mb D/L - 10 mb U/L and surprise surprise, I can now 'explode' people much easier. I had suspicions that it was lag that made me unable to shoot straight, now I'm sure it is. |
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#2
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I haven't played for a while on the PS3 since the PSN went down, I started flying more on the PC. I seem to have that connection speed problem as well, rarely get my kills counted or can hit anything. What's even more unsatisfying is that people can hit me from positions (as I see them) where they have absolutely no deflection on me, their tracers going way past and behind me in high G turns, and boom, I'm dead. This problem existed as well on the PS3, but not that much. I believe however that the shooter would have seen me with deflection, and seen his tracers hitting me. I think this also comes down to connection speed, and how the game handles lag. When you are being attacked, you can't see the 'real' position of the attacking aircraft, but only an estimation where the program would think the enemy is. Connection speed is king. MAC Last edited by MACADEMIC; 06-18-2011 at 05:13 PM. |
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#3
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i have 1 mb in internet connection power ,i must put a complete magazine of bullets and even more to down a guy!and a lot of time the guy put me 1 or 2 bullet and i'm died!!lol!!...and even if we flown the same plane ,often ,i have the sensation that his plane fly and turn faster than me easy! but it is the game... |
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#4
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Ive been thinking about this for a while trying to work out how BoP's multiplayer system works. Its clearly a different system than most FPS multiplayer games have where if you have a slow connection and shoot at someone and kill them you upload that fact to the the host who then uploads it to the killed player and they die even though to them they might now be safe in cover. This system lets the player with slow connection get reasonably good game play. I'd call this a "Tell" system in that the players game tells the hosts game about his kill. BoP seems to me to be more of an "Ask" system where the players game asks the host's if the plane he is shooting at is being hit. Whether its the host's game that answers that question or if the host has to then ask the player being shot at if they are being hit, I don't know. But you can imagine if someone has bad latency shoots at a plane, by the time that info has gotten to the host the plane being shot at is further ahead and the hosts game sees the bullets fall behind him thus no damage is sent to the player being shot at. I remember Gears of war being like this, with bad latency you could shoot at a wall point blank range and then wait almost a second before you recieve the info that you had hit the wall and a pit in the wall would appear. In combat you always had to lag shoot by guessing where your enemy would be a second later, it also ment that the host had a huge advantage because he would have zero lag. I think this system is a lot simpler and needing less actual infomation being transmited by the players to the host. BoP is slightly different than this though in that the host can also suffer lag. I don't know why this is. I'm hoping that BoS will employ a more advanced netcode so everyone can reiceive simalar and more acurate gameplay no matter what their connection speed.
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XBL GT: - Robotic Pope HyperLobby CS: - Robot_Pope |
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#5
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