Forums » Suggestions

Disable autofire for teleportation lag mobile players

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Sep 14, 2016 bojansplash link
After a lot of experience in fighting mobile players with problematic connections I found that no matter how badly their 'teleportation lag moves or invisible shots are, the auto fire aim bot is still extremely accurate.
You get hit by invisible shots while your opponent is teleporting 200-500 m randomly in all directions.

I am not a tech wiz so I just presume that some kind of fix for this could be for the game to automatically disable auto fire if server detects players teleportation lag.
Sep 14, 2016 Jaks link
+1
Sep 14, 2016 Xeha link
+1
Sep 14, 2016 Hoban-Wash-Washburne link
+1
Sep 14, 2016 Ore link
+1
Sep 14, 2016 PaKettle link
Hate to say it but lag has always been an issue which has been exploited often.
Phones are prone to lag issues.

Auto fire and aim bot issues are not going to be so easily solved.
The only easy solution is to not allow bad connections in the first place but then that would exclude people I don't believe should be denied access.

Normally I would say give it a try but some have difficulty with the concept of "just a test" and get upset when the change gets reversed. Personally I Don't think it will have the intended effect.
Sep 14, 2016 Mi5 link
+1
Sep 14, 2016 bojansplash link
@PaK

I don't think you got the gist of the problem here. Mobile is the future, a lot of players nowadays are playing on mobile devices and we all know that lag is mostly unavoidable with them.
Nobody is saying we should exclude players with bad connections from the game, they have the right to play as anyone else.

Raging John had good intentions when he introduced auto fire as a mobile interface enhancement that would help them in combat alas, in cases of facing mobile player with medium to high level of 'teleportation' lag - it turns mobile auto fire aim bot into a unbeatable weapon.

Here are 4 examples ranging from low to extreme:

1. Starblazz - his lag is low but provides enough packet loss that 30-40% of your hits on him do not register and his teleportation is minimal ranging from 20-50m jumps. His energy shots are mostly visible and turn invisible when his connection worsens.

2. Kabewm - medium lag, he teleports in 50-100m jumps, at times hits don't register on him for minutes or show up with a delay of 2 minutes. His energy shots are mostly visible and turn invisible when his connection worsens.

3. Arx-00 - high lag, he teleports in 100-200m jumps and none of his energy shots are visible.

4. DOOMSTARDOOM - extreme high lag (he plays on 2G connection), he teleports in 500-2000m jumps and all of his energy shots are invisible.

In all 4 cases auto fire aim bot works perfectly and actually hits their opponent with high level of precision.
I presume (again, not a tech wiz so correct me if I am wrong) server calculation on where PC player with a fairly good connection will be is pretty much accurate so regardless of mobile shooter teleporting around auto fire aim bot uses the server calculation to hit the target.
PC player, on the other hand, targets manually, simple auto aim adjustment we have also uses server prediction of where your mobile opponent should be but... in 90% of the cases mobile player teleported and he is not where server thinks he is.

So... the gist of my suggestion is to somehow even the playing field and disable auto fire aim bot when server detects mobile player teleportation lag.
Sep 14, 2016 joylessjoker link
It's more likely that Raging John specifically and purposefully introduced this as a handicap for lagging mobile players. By making them feel like they own the world, they're more likely to stick around. Players sticking around is good for business. Thus, he is unlikely to change any of this.
Sep 14, 2016 Ore link
I wonder how many of you Android users are actually emulating Android so you can have Incarnate fire for you with mouse precision.

Incarnate can you tell who's using an emulator?
Sep 15, 2016 starblazzz link
Mobile players with controllers shouldn't need auto fire maybe have it turn off when a controller connected. That will still leave most mobile newbs able to use auto fire on bots and such.
Sep 15, 2016 Sieger link
Haha. This is basically my "remove auto-fire for rails" thread just extended to all weapons and trying to tie it to laggy users only. I doubt it is going to work out. I have no idea how incarnate could implement a feauture that detects when lag gets too heavy and turns off auto fire. If he can do it, it will probably take years.

I must say I never had hit registration issues with either of the people you mentioned. starblazzz aswell as Kabewm were flying pretty stable and lag free the last times I fought them. If starblazz ever lag froze, it was to his disadvantage as it allowed hits. I never fought Arx and DOOMSTARDOOM is really an insane lagger, haha. But my hits on him always count, he just usually teleports 500m away from them.

Anyways... The idea is not new. But I doubt it's gonna be implemented. I'm generally in favor of detecting and disallowing android emulators, turning off auto fire for laggers and making auto fire unusable once a controller is plugged in. +1 to all of that!

P.S.: Maybe allow auto fire only for people who atleast have a Lite sub? Next time we get hit with invisible hits we can think "Well atleast they paid to do this!". ;-)
Sep 15, 2016 bojansplash link
@Sieger

Not really, rails are just one weapon, though a nasty one with auto fire aim bot considering the high velocity of rail rounds.
I said it before - I am not a tech wiz so I don't know if this solution I am suggesting is possible or not. it's up to devs to have their say.

As for hit registration - sometimes it happens sometimes it doesn't. If you predominantly use flares you would hear explosion and see them hit but did they really dealt any damage is hard to tell, unlike with energy weapons when you clearly hear a loud "thud" sound but not a regular hit beep and no damage is dealt.

Also, I started the examples with starblazz since he represents the usual low lag standard of mobile players. As you can see I described the effects which are quite minimal and bearable in usual combat situations. kabewm is borderline case, when his connection is stable you can mostly see his energy shots and hits on him register fine, when his connection starts to fluctuate - the shit hits the fan.
Arx-00 and DOOMSTARDOOM are the perfect examples of constant teleportation lag. You can hit them most of the time between their teleportation jumps (pure chance I might say) and hits will register but their energy shots are always invisible and their teleportation unpredictable.

Any solution that can mitigate some of this teleportation auto fire aim bot effects is welcome.
If Raging John repeats his tirade about "it's the internet" then, I guess, we will have a choice to just avoid teleporters precisely autofiring invisible guns and only interact with the players who do not teleport and whose shots we can actually see.

P.S I can't reply in BUGS forum so I will just post my reply to yoda's thread https://www.vendetta-online.com/x/msgboard/2/31889 here:

Enabling autofire for normal PC clients would not do any good and you know it. Auto fire works good only with the target for which server can more or less accurately predict movement . PC client user shooting with auto fire at teleporting mobile user won't have any effect since server prediction will be wrong in 99% of situations.
Sep 15, 2016 Mi5 link
I go out of my way to punish players like doom, sorrow, pistachio, etc

They openly brag about taking advantage of the broken networks they abuse.

Find where they home and do not let them leave until they move from whatever south american cellular network they play on.

Anything used by these players is game breaking, gats that appear over 500m away with 90% hit ratio from the ship while they slip and slide at several thousand meters a second is inexcusable.

Don't get me started on the flares with several hundred meter prox. A simple check of the chatlogs would prove these players are aware they are gaming the system for benifit.

So much so that players should setup a torrent with 95% bandwidth allocation to a bind whenever they see players like this and quad rail them from thousands of meters away until a solution(firewall) is built.
Sep 15, 2016 Space Pancakes link
People will probably hate me for saying this: but you can already auto fire on PC.

You can also stream several movies simultaneously on Netflix, while recording VO, and uploading to YouTube and achieve similar lag to the mobile users. Just saying.

(Edit oh ....Yoda beat me to it on a bugs post, oops)
Sep 15, 2016 Mi5 link
Download any p2p client and find a large torrent of non copyrighted material and set upload bandwidth to 95% allocation. Most of these clients can be started and stopped of download/seed tasking by a function key bind.

Equip any high dps setup quadsun/rail hornet is perfect and flip the switch at full turbo several thousand meters away and smack a spinning enemy and never be in harms way.

Once people start abusing this as it becomes public knowledge I have a feeling the devs will MAKE VO GREAT AGAIN

BUILD A FIREWALL AND MAKE THE LAGGERS PAY FOR IT

aka disable combat and start a timer for an incoming autokick once the ping starts spiking and flatlining.
Sep 15, 2016 We all float link
Now we know how Blaqk does it.
Sep 15, 2016 Mi5 link
I can't help being on a east coast US connection with a PC built for Arma3, not all of us are as blessed to live in egypt and use a android phone from 2009.
Sep 15, 2016 Space Pancakes link
I too often find myself having to explain to my South American Native wife how hard it is being a privileged white male on the East Coast with a nice PC and a highspeed connection, but she just won't listen.

I suggest GS give us a badge, or a livery or something.
(See what I did there?)
Sep 15, 2016 Tripod war of the worlds link
-1 auto fire is sometimes the only option to fire on a raw phone. Plus if you didn't want a messy match you shouldn't have shot the latency player.