PDA

View Full Version : Why so many ties?


Binkley
2013-02-15, 01:31 AM
Recently, I've been getting more and more "ties" where an opposing player and I simultaneously kill each other. These are mostly (probably all) close quarters situations. The only thing I can think of that has changed on my end is that I switched from wireless to a wired net connection. Would the lower latency affect this? Just curious as to how often this happens to others and does it happen more with higher speed connections?

Tatwi
2013-02-15, 02:46 AM
Client side hit detection, non-instantaneous network connection between clients, hence the issue you are observing. Par for the course.

Gimpylung
2013-02-15, 06:59 AM
It has been happening to me with a noticeable increased frequency since update 2.

psijaka
2013-02-15, 08:32 AM
I would agree; happened a few times lately, always CQC.

Bocheezu
2013-02-15, 08:55 AM
Happens all the time when the shotgun is involved. The high per-shot damage coupled with latency will often cause a "tie." I use Nighthawk indoors as engy/medic and if I run into another engy/medic shotgun user, we will often end up killing each other.

Doesn't happen with HA as often (still happens occasionally) because people use different shields (I use resist indoors) and some people don't get their shield up before I get a shot in. I don't know if NMG can eat an entire shotgun blast or not, but I imagine resist shield can absorb damage equivalent to at least one shotgun blast if you get it up before you get shot. So, in that case, you can save yourself from the simultaneous death.

EDIT: I did some math

So one shotgun blast is 143x6 = 858 damage. I don't know what the headshot multiplier is, but let's assume no headshots.

NMG absorbes 600 damage. This puts a non-nanoweave HA at 1600 effective health; not enough to eat two shotgun blasts (1716 damage). You would need at least 116 more health, or rank 5 nanoweave (125 extra health) to survive the second blast.

Resist shield is 45% damage mitigation. So a shotgun blast in that case only does 472 damage. You can eat two shotgun blasts without dying (no nanoweave). You can't survive a third blast even with rank 5 nanoweave, however.

Canaris
2013-02-15, 08:58 AM
lol that's kinda funny, I was having far more ties towards the beginning of release, not so many these days.

EVILPIG
2013-02-15, 11:59 AM
Happens all the time when the shotgun is involved. The high per-shot damage coupled with latency will often cause a "tie." I use Nighthawk indoors as engy/medic and if I run into another engy/medic shotgun user, we will often end up killing each other.

Doesn't happen with HA as often (still happens occasionally) because people use different shields (I use resist indoors) and some people don't get their shield up before I get a shot in. I don't know if NMG can eat an entire shotgun blast or not, but I imagine resist shield can absorb damage equivalent to at least one shotgun blast if you get it up before you get shot. So, in that case, you can save yourself from the simultaneous death.

EDIT: I did some math

So one shotgun blast is 143x6 = 858 damage. I don't know what the headshot multiplier is, but let's assume no headshots.

NMG absorbes 600 damage. This puts a non-nanoweave HA at 1600 effective health; not enough to eat two shotgun blasts (1716 damage). You would need at least 116 more health, or rank 5 nanoweave (125 extra health) to survive the second blast.

Resist shield is 45% damage mitigation. So a shotgun blast in that case only does 472 damage. You can eat two shotgun blasts without dying (no nanoweave). You can't survive a third blast even with rank 5 nanoweave, however.

Don't forget that if you do not get Resist activated before the first hit, you're not going to mitigate any of that first blast.

CraazyCanuck
2013-02-15, 12:09 PM
I've noticed this a lot more. Always CQC. I get the kill xp notification and the guy still is shooting after that and finishes me as well.