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Australian players - How do you deal with latency? - Page 5

Forum Index > SC2 General
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Alpino
Profile Joined June 2011
Brazil4390 Posts
July 03 2011 14:37 GMT
#81
On July 03 2011 16:44 MavercK wrote:
i hate the latency in all games
so many games i'd love to play but i cannot stand playing anything action/timing orientated with 200ms ping
starcraft isn't so bad. similar to dota/hon/lol i can stand it at 200ms. but 300ms i want to punch a baby in the face. it's funny how only 100ms can make such a huge difference. just wish i could play at 50ms.


HoN and Dota i find it impossible with more than 40ms. O:

But on the topic, i play on Latin American server and it is hosted on usa west coast afaik. Not such a clever decision ): . I get 200ms from here, it sucks real bad, try to split marines in time with 200ms, not that easy. If anyone know any tricks i'd be glad to try it out.
20/11/2015 - never forget EE's Ember
VAGZ
Profile Joined September 2010
574 Posts
Last Edited: 2011-07-03 14:49:00
July 03 2011 14:43 GMT
#82
How can you even see what your ms is? I thought there was no way to see that :S

Edit: Oh it was already mentioned earlier in the thread. Sorry!
zergrushkekeke
Profile Joined November 2010
Australia241 Posts
July 03 2011 14:44 GMT
#83
Oh yea marine splitting, I just mix in marauders, then when i see banes I just double click a marine and then run them in the opposite direction while the marauders just stand around and soak up the splash damage. I think the players I am up against (plat) are just bad or suffering similar latency issues, cause it usually leaves me with a few red marauders and the majority of my marines .
KEKEKE
DarthXX
Profile Joined September 2010
Australia998 Posts
July 03 2011 14:48 GMT
#84
On July 03 2011 23:44 zergrushkekeke wrote:
Oh yea marine splitting, I just mix in marauders, then when i see banes I just double click a marine and then run them in the opposite direction while the marauders just stand around and soak up the splash damage. I think the players I am up against (plat) are just bad or suffering similar latency issues, cause it usually leaves me with a few red marauders and the majority of my marines .


Try hitting mutas or phoenix with fungal, you can aim ahead but if they change direction you miss so badly.
kellymilkies
Profile Blog Joined August 2010
Singapore1393 Posts
July 03 2011 15:00 GMT
#85
I think I know for sure that battleping doesn't work that well for sc2
Be the change you wish to see in the world ^-^V //
thepeonwhocould
Profile Joined March 2010
Australia334 Posts
July 03 2011 15:05 GMT
#86
Heres a fun experiment. Play the marine split map using the custom game create first (which means bnet ping) and see what level you get. Then play using the "versus ai" button under single player and see how much difference it makes.
BushidoSnipr
Profile Joined November 2010
United States910 Posts
July 03 2011 15:12 GMT
#87
dang that really sucks.I feel bad for u austrailians..
VAGZ
Profile Joined September 2010
574 Posts
July 03 2011 15:13 GMT
#88
On July 03 2011 16:48 Dhalphir wrote:
open a command prompt

tracert us.logon.battle.net (for NA)
tracert sg.logon.battle.net (for SEA)
tracert eu.logon.battle.net (for Europe)
tracert kr.logon.battle.net (for Korea)


Can I just ask how you identify what the ms actually is using this method for a noob techie like myself. Is it the 2 last steps that show your ms to blizzard servers?
DarKcS
Profile Blog Joined November 2010
Australia1237 Posts
Last Edited: 2011-07-03 15:19:02
July 03 2011 15:18 GMT
#89
Basically..whatever the highest you get, assuming that your tracert worked and you weren't blocked somewhere. Everyones route is different.
Actual in-game ping still feels a little higher for me in reality - but they are close enough estimates (tracert shows 200, feels like 250-290).
Die tomorrow - Live today
instazZ
Profile Joined June 2011
Australia106 Posts
July 03 2011 15:41 GMT
#90
I don't have any lag issues playing on the SEA or NA server. None that is enough to make or break a game that is. I just learn to live with it.
Not_That
Profile Joined April 2011
287 Posts
July 03 2011 15:57 GMT
#91
75 ms in tracert to eu.logon.battle.net, 330 ms actual latency in game. Don't believe tracert, it LIES! Fraps is the only way I know of to measure your real sc2 latency.
Nightrain
Profile Joined August 2010
481 Posts
July 03 2011 16:01 GMT
#92
yeah i get around 60ms from tracert eu, but doesn't feel like 60ms at all more like 200-250
playing singleplayer > play vs AI saddens me where everything just responds instantly
If at first you don't succeed, you fail.
Misoza
Profile Joined June 2010
Australia571 Posts
July 03 2011 16:06 GMT
#93
Giving free scouting info by depot's not raising fast enough. Trying to stutter-step inf but all you get is them move stop move stop without actually shooting.

Oh, and the marine micro baneling split map. Jesus christ, that's when I realized how badly lag effected me. Pretty much had to guess which direction the banes would be coming from, as if i did it on reaction, 2/3s of my marines would be dead by the time my first command registered.
Hekisui
Profile Joined May 2011
195 Posts
Last Edited: 2011-07-03 22:37:53
July 03 2011 22:35 GMT
#94
On July 03 2011 19:36 DarKcS wrote:
Wish people would stop saying everyone has 200ms.
I watch pros playing on their 30-60fps Streams and you can SEE that the delay is under 100ms, eg instant warp in on clicks, when they are playing on local servers.


It was measured. When did it change it? Did you measure it yourself? This used to be a big topic because SC BW players went through a revolution when we got lan letency on bnet/iccup because of third party programs. It was huge and no one still wanted to play with latency.
Then SC2 came around and still had the same latency.

You watch people and you can see the delay is under 100 and warp in's are instant upon clicking? How do you know when they click? You don't. By definition the delay is between clicking on your mouse and the game input engine applying your input.

Another problem is that SC2 netcode is routed peer to peer. It has the disadvantages of both with the advantages of neither. If you play in Australia with an Australian you both lag because the server isn't in Australia and the data packets first go to the server and only then return.
But on the other hand the server does basically nothing with the packets it sends as SC2 isn't hack proof like it could be.

HoN on the other hand has lan latency and it is impossible to maphack because your local computer just never has the data.
Not_That
Profile Joined April 2011
287 Posts
July 03 2011 23:41 GMT
#95
You see them click, and you see how much of a delay afterwards there is until the units response. Can easily be seen even with ordering workers around in the early game.

I don't know what you mean with the second part. The latency definitely does not have to be the same for both players in a game of starcraft 2 if that's what you meant. (in BW, it was the same for both players)
nyc863
Profile Blog Joined January 2011
200 Posts
July 04 2011 00:43 GMT
#96
there is nothing wrong with using tracert.
each hop gets 3 probes.
obviously your latency is going to be worse than the best readings toward the end.
You can ignore servers that don't respond or respond wildly
usually the trend is obvious, the lowest number anywhere in the last few hops is the best possible latency.
you can also pluck a hop from near the end and just ping it.
if you think the latency might be unstable, use a packet size parameter and set it to 1000, then look at the ping
chuigo
Profile Joined January 2011
Australia93 Posts
July 04 2011 01:00 GMT
#97
I only notice my lag when I ladder on SEA then go straight over to NA. It's so hard to use burrow micro u_u. But, as long as you can outmacro your opponent, chances are you win.

To put the lag into perspective though: In a Zerg's case, every egg can be delayed by ATLEAST 1 second. So, this means that every unit made is going to be slower then an NA opponent. This also translate into any action, it's actually surprisingly harder to stutter step micro your marines with the delay.

You get used to it though imho, it's annoying when you're behind your opponent the entire game, but it's not dramatically changing the game and not prohibiting us from actually killing shit anyway.
thepeonwhocould
Profile Joined March 2010
Australia334 Posts
July 04 2011 01:43 GMT
#98
On July 04 2011 10:00 chuigo wrote:
I only notice my lag when I ladder on SEA then go straight over to NA. It's so hard to use burrow micro u_u. But, as long as you can outmacro your opponent, chances are you win.

To put the lag into perspective though: In a Zerg's case, every egg can be delayed by ATLEAST 1 second. So, this means that every unit made is going to be slower then an NA opponent. This also translate into any action, it's actually surprisingly harder to stutter step micro your marines with the delay.

You get used to it though imho, it's annoying when you're behind your opponent the entire game, but it's not dramatically changing the game and not prohibiting us from actually killing shit anyway.


250ms means 250 milliseconds.

So compared to a player with 50ms, it's a 1/5th of a second extra delay. Yes it's bad, but it's not a full second like you stated.
SirMilford
Profile Blog Joined September 2010
Australia1269 Posts
July 04 2011 01:56 GMT
#99
Some rules. Only play RTS using NA/sea. Anything else play using local Australian servers
Not_That
Profile Joined April 2011
287 Posts
July 04 2011 11:50 GMT
#100
On July 04 2011 09:43 nyc863 wrote:
there is nothing wrong with using tracert.
each hop gets 3 probes.
obviously your latency is going to be worse than the best readings toward the end.
You can ignore servers that don't respond or respond wildly
usually the trend is obvious, the lowest number anywhere in the last few hops is the best possible latency.
you can also pluck a hop from near the end and just ping it.
if you think the latency might be unstable, use a packet size parameter and set it to 1000, then look at the ping


Wrong! tracert is not even close to an accurate representation of your starcraft 2 latency. Blizzard has blocked their servers from responding to ping and tracert queries and tracert will merely get you numbers upto a certain point in the chain. If you read what I posted earlier, you will see that there can be a SUBSTANTIAL difference between tracert numbers and real in game latency. Your in game latency might be up to FOUR times as much as what tracert will tell you.
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