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14 Replies
- @MandatoryIDtag ppl hav different opinion about fairness.
I will assume u mean 3 sec as literary meaning, because 3 s = 3000 ms.
y I feel it's fear because you was there and other player aim at ur hitbox in his client end.
and u already hav advantage peeking so u can shot at him first why r u complaining to much?
wrost thing is the shot confusing u. @xMaxrayx I'm complaining because it's bs.
Like i said in the OP I'd rather be amongst players of a similar ping then there is no advantage here or there that way.
It's pretty simple concept to grasp lol. I want my matches as close to real-time as possible.
This game has the worst experience for this compared to many others.
Your "peak" advantage is literally irrelevant in a squad fight, its based purely on a 1v1 scenario which is extremely rare in apex.
If this was solo's the would be another story entirely, however it isn't so this issue is pretty impactful on gameplay.
- @MandatoryIDtag and ping will be part of internet no mater what, because of how physic work.
there a lot of of stuff reduce ur ping some of hem u control it some not.
1-ur computer form cpu,gpu,and ur mouse
2-internt line (vdsl hav more data corrupted than dsl and fiper)
3-how ur isp hold ur data (some of hem hav bad equipment so u end up with bottleneck )
4- how ur isp routing to ur game sever
5-game server
6- net code - @MandatoryIDtag That's not fair, but a lag spike or some prediction error causing a rollback of the simulation for you.
Question: What's more annoying when there's a lag spike?
1. Getting shot behind cover.
2. Getting thrown out of the game suddenly.
3. Shooting an entire mag and have only 10% of the shots register.
Note: 1 is favoring the first / peeker/ lower ping shooter, 2 is capping the maximum ping allowed and 3 is some generous lag compensation or a less authoritative server. - @MandatoryIDtag so you ask skill and ping matchmaking?
good luck with searching time.
apex hav long ttk, u can heal,learn how dodge, break LOS. @DoYaSeeMe Well we're already experiencing 2 and 3, and one is clearly occurring for many others judging by what I've seen in trio's.
So with all 3 of these non preferred scenarios happening for somebody in basically every game, on a much greater magnitude than other similar titles.....I think its fair to expect some kind of change.
We're consistently told that issues are being worked on or have been resolved only for them to reappear considerably worse.
Yes I'm aware there are limitations...however other titles seem to navigate around them much more efficiently.
@xMaxrayx I've been playing since s1 dude, I know how the game works, no need to preach basics to me...especially when I'm being hit by bullets I've already taken actions to evade in the first place lmao.
- @MandatoryIDtag if u already fps hardcore u don't need to be mad about "got shot behind cover"
u can't get rid of ping even with fiber
even with ms 10 ping vs ms 10 ping there micro second so one of them hav low ping compare to the other one. @xMaxrayx It's in other games, I'm perfectly aware of that, however its much more pronounced in this game, hence my complaint.
I'm gonna assume here that you're a FPS hardcore yourself so I would imagine you've noticed the difference.
- @MandatoryIDtag Have a look at this, if you have the patience:
https://technology.riotgames.com/news/peeking-valorants-netcode
There's more than just plain lag affecting the game play. - @MandatoryIDtag He's right you had a 3 second advantage to kill the other guys. 🤪
@hayhor in a 1v1 fight i would have had a 3 second advantge yeah lol. 😛
Dying behind cover is not a problem. There are worst cases like enemie come out of a cover with bullets already shot or Enemie already has reached or escaped you without even passing ur screen
@MandatoryIDtagWell, for me 1 happens more frequently, 3 every now and then, when displayed ping is higher than 80-90ms and 2 is the rarest and happens usually when network is very congested or the servers are overloaded.
Most other games that usually get compared to Apex have a few key differences that have a significant effect on the time required by the server to process an update: Some use hitscan for most or all weapons (CoD, BF, Overwatch, TF, Hyperscape, etc.), some have less players or teams in a match (12 players maximum, usually 6v6 in Overwatch, 12 players in TF, etc.), some have much smaller maps and fewer props or interactibles, some have simpler / slower movement, some have simpler level design or physics, some have low TTK, etc..
I have yet to see a first person shooter that has projectile based weapons, complex movement, large & detailed maps with many interactibles, 60 players per match, fast movement and also feels great in PvP, on 60+ tickrate dedicated gaming servers only and almost never suffering from the discussed issues.
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