In this post I will discuss the protocol used for most online gaming. I will discuss some of the anomolies some players have been talking about. Some have been convinced they are cheats, but since I have no evidence of this, I can only see it as a lag anomoly. There are plenty of bugs in all software, some developers support and update their products, NovaLogic does not. What other software development company do you know of which has not updated a game in years and allowed several well publicized bugs to carry on for so long?
I have news for you!
Have you ever shot someone and filled them full of lead and saw black smoke coming off their comanche, yet they never blew up? When you ask them afterwards, "any damage" and they say "no". Are they liars? Cheaters? or is this also one of the several anomolies of Comanche 4? The latter question holds true. For this same reason, on the other hand he or you could just see or hear 1 stinger and boom you or him is dead? Yes indeed this could happen. Would he then say "wt*&#?" or should he say "you chea___ as__le!!!! $%^&#*@" !!! Some Comanche 4 players are like little old ladies, they dream a lot of stuff up and to soothe their fragile EGOs and lack of sportsmanship, they chalk it up as a cheat. You're then losing potential friends and causing a stink in a game you are supposed to be enjoying.
Who can you blame for this?
Well how about NovaLogic for starters?
Did you ever wonder why the stingers creates no damage? Hmmmm think a bit more.
I'm going to explain a few things here, It will make you feel better about the game, yourself, and perhaps those you have come to dislike so much.
TCP/IP and its udp layer, is the protocol of choice for online gaming. You will soon see that 3/4 of the anomolies you see in any online game are easy to understand, especially if the coding was ify at best and it was never updated to fix the many bugs.
It takes 3 rounds to down a player flying in 3h.
Most people have not studied the effects of connection latency with regard to you weapons. Just because you see your opponent in front of you at the specified angle and time that you see him, does not mean that this is precisely where he is.
Ping time dominates your ability in this game where you are always suffering lag. Lag is forever present, although you may think you are playing in real time, you are not. Whether you are pinging the server at 30ms or 300ms, this is lag and it is there for all at some degree or another. More often than not! It is just more noticable at times.
You must adjust your weapon path according to the angle of the enemy, but also according to the lag. You have surely noticed that there are times when you are shooting a guy yet he doesn't blow up, or it requires way more stingers than it should. This is due to lag.
TCP/IP/UDP:
C4 uses the UDP protocol on port 17300,This is a very fast and efficient way to send data, provided that the data's integrity is not crucial. For this reason, it is well suited for online gaming and for streaming media.
When you connect to a C4 server, you are not actually making a permanent connection, this is not possible while using UDP. Instead you are sending and receiving several mini data pulses each time your data is sent and received from and by the server which is then transmitted to all players by the server in question.
UDP is an unreliable service...delivery and duplicate detection is not guaranteed. It doesn't use acknowlegements (ACKs), it does not control the order of arrival, it has no flow control and no error correction. UDP data can be lost, and you see this all the time when playing C4 every time a player freezes, or warps and lags. However, it is the protocol which allows for smooth gameplay for most games, especially speed and action games.
Think about it for a second and it will all make sense to you. 14 or more players are playing on different computer configurations and speeds, from all corners of the globe, all on different network nodes and backbones and connected at various speeds ranging from dialup 33.6 to 10Megabit Ethernet lines in Sweden (lucky rascals. Isn't it amazing that we can play at all?
I always laugh when someone tells me "impossible, I can't lag, I'm on a T1" OR "I'm on DSL, or cable I don't lag"...Hahahahahahah! BullCookies! Anyone who makes such a statement is ignorant about the technology that makes up the internet and networking in general.
Your bandwidth pipe has nothing to do with lag at any time. You can lag no matter how large your connection is. And I have explained why, but I will elaborate a bit more so that it is crystal clear for some of you.
Latency, LAG explained:
When you connect to a game server, you are not directly connected to it at all. You aren't connected directly to any user on the internet. Therefore, you will always pass through several other nodes, nodes are networked computers, in this case, they are routers. Think of a router as a computer which processes nothing other than traffic, "A Traffic Cop". That's all a router does, it directs traffic to the next router and so on and so on and so on until it reaches the last router in the chain and finally directs your data to the destination IP which is bound to the machine you are attempting to communicate with. (each router you are traversing is called a HOP) If you run a trace to the IP you are trying to contact, you will see each router (HOP) which is passing your data along. Some of these routers are experiencing extremely high amounts of traffic constantly, I'm talking huge amounts of data at all times. This high traffic flow will slow them down a little, each time you hit a congested route, your ping time (lag) increases.
You might find this link <http://www.geog.ucl.ac.uk/casa/martin/atlas/more_isp_maps.html> of interest to you.
Typically, to reach a given game online you are passing through anywhere from 8 to 20 routers until you reach the game. Along the way, some of them may be very congested, your data could slow down or in the worst case scenario, your data could get lost completely and never reach its destination, especially when using the UDP protocol. Thus CI's. CI's are not neccessarily and in most cases aren't the server unless all players experience them at the same time.
Continued...
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