teh COD4 thread (call of duty 4)
Thread Starter
9 to 5 mod
iTrader: (6)
Joined: Jan 2003
Posts: 57,389
From: Chavez Ravine
Car Info: 03 Impreza WRX
everyone see the glitch by the water tower right?
the servers will be sorted out this week they are back from thier vacations
w000t
eg5coupe is pretty good
not as good as uzii
but then again who is on our team hehe
the servers will be sorted out this week they are back from thier vacations
w000t
eg5coupe is pretty good
not as good as uzii
but then again who is on our team hehe
Last edited by sigma pi; Jan 7, 2008 at 08:23 AM.
Thread Starter
9 to 5 mod
iTrader: (6)
Joined: Jan 2003
Posts: 57,389
From: Chavez Ravine
Car Info: 03 Impreza WRX
Q-Tip-81
add this guy he wants to try us out
he is uzii caliber or better
(so we need teh good guys lawson jerry pablo ed)
the new guy is
eg5coupe
add him he is -TR-
add this guy he wants to try us out
he is uzii caliber or better
(so we need teh good guys lawson jerry pablo ed)
the new guy is
eg5coupe
add him he is -TR-
-tr- Cod 4 411
There are a few things you need to know and understand when you form your teams. There are anomalies inherent in server’s bases games. If you understand it you can use it to your advantage. Even though it seems hokey don’t let this dissuade you from a really good game, it just the way it is.
There are some of you that will own and some that will get ownd, no matter what. This is based on the nuances of gaming and how the networks and servers manage player’s activities. The server evaluates the data and based on its calculations and dictates your situation. The server calculates your location, activity everything, all the way to shots fired at you, detailing if it missed, wounded or killed you.
When you shoot at some one, the coordinate data is sent to the server. If that guys “head hit box” is in that coordinate, he is dead. If not, you missed. The server keeps all the status of everyone and you update it with your actions.
The anomaly is associated with your network connection and your ping value. The network ping dictates the time that it takes for a data packet to reach its destination. A low ping means the packet will get to the server really fast, if it is high then it will take a longer amount of time to reach the server. Someone with a high ping rate will feel the effects and get pwrd every time.
The point is in the fps (frame per second). The fps refers to the rate in which the data/packet/picture is transmitted. It’s like pictures that make a movie. Each frame is a visual representation of what is going on in the game. You respond to that image and your actions are sent back to the server to update for all to see.
If you are fighting a guy that has a faster ping value (lower ping number) than you, he will receive the frame faster and see the image of you before you see the image of him. If your ping rate is faster than his, you will see him first. Who ever shoots and registers a hit to the server first, wins.
How do I know this? I have been getting waxed left and right and often find myself shanking the air. This is because I am responding and swinging at where the guy “was” and not where it “is”. This is due to the “lag” between me, him and the server. A 125ms delay is about a 10th of a second, 2 of those and you have a hop to the left, that could go undetected.
Don’t believe me? You can (I did) verify this by watching the killcam after a melee. If you are on a slow connection you will see the skirmish from the other perspective. Recalling your position and watching what he saw and did. In most cases it leaves you swinging and he no where near you or you aiming directly at him and his killcam showing him off to the side of you. This is because he updated before you did. IF he registered a kill, all data packet is dropped and a kill screen is sent to you.
How will this info help –TR-? You have to build your team/squad based on their abilities and their “network abilities”. To send an attack team out with one of you having a slow network connection will do nothing but allow the other team to score and leave the rest of the squad open. You have to factor this info in establishing your team.
Organization, communication and execution will be the key to your success.
I kept getting the server error trying to join the invite last night, so I won’t try anymore, don’t want to look like a hacker.
The janitor, A.K.A Mark12Mod0
There are some of you that will own and some that will get ownd, no matter what. This is based on the nuances of gaming and how the networks and servers manage player’s activities. The server evaluates the data and based on its calculations and dictates your situation. The server calculates your location, activity everything, all the way to shots fired at you, detailing if it missed, wounded or killed you.
When you shoot at some one, the coordinate data is sent to the server. If that guys “head hit box” is in that coordinate, he is dead. If not, you missed. The server keeps all the status of everyone and you update it with your actions.
The anomaly is associated with your network connection and your ping value. The network ping dictates the time that it takes for a data packet to reach its destination. A low ping means the packet will get to the server really fast, if it is high then it will take a longer amount of time to reach the server. Someone with a high ping rate will feel the effects and get pwrd every time.
The point is in the fps (frame per second). The fps refers to the rate in which the data/packet/picture is transmitted. It’s like pictures that make a movie. Each frame is a visual representation of what is going on in the game. You respond to that image and your actions are sent back to the server to update for all to see.
If you are fighting a guy that has a faster ping value (lower ping number) than you, he will receive the frame faster and see the image of you before you see the image of him. If your ping rate is faster than his, you will see him first. Who ever shoots and registers a hit to the server first, wins.
How do I know this? I have been getting waxed left and right and often find myself shanking the air. This is because I am responding and swinging at where the guy “was” and not where it “is”. This is due to the “lag” between me, him and the server. A 125ms delay is about a 10th of a second, 2 of those and you have a hop to the left, that could go undetected.
Don’t believe me? You can (I did) verify this by watching the killcam after a melee. If you are on a slow connection you will see the skirmish from the other perspective. Recalling your position and watching what he saw and did. In most cases it leaves you swinging and he no where near you or you aiming directly at him and his killcam showing him off to the side of you. This is because he updated before you did. IF he registered a kill, all data packet is dropped and a kill screen is sent to you.
How will this info help –TR-? You have to build your team/squad based on their abilities and their “network abilities”. To send an attack team out with one of you having a slow network connection will do nothing but allow the other team to score and leave the rest of the squad open. You have to factor this info in establishing your team.
Organization, communication and execution will be the key to your success.
I kept getting the server error trying to join the invite last night, so I won’t try anymore, don’t want to look like a hacker.
The janitor, A.K.A Mark12Mod0
Last edited by Ichinobu; Jan 7, 2008 at 12:36 PM.
Thread Starter
9 to 5 mod
iTrader: (6)
Joined: Jan 2003
Posts: 57,389
From: Chavez Ravine
Car Info: 03 Impreza WRX
There are a few things you need to know and understand when you form your teams. There are anomalies inherent in server’s bases games. If you understand it you can use it to your advantage. Even though it seems hokey don’t let this dissuade you from a really good game, it just the way it is.
There are some of you that will own and some that will get ownd, no matter what. This is based on the nuances of gaming and how the networks and servers manage player’s activities. The server evaluates the data and based on its calculations and dictates your situation. The server calculates your location, activity everything, all the way to shots fired at you, detailing if it missed, wounded or killed you.
When you shoot at some one, the coordinate data is sent to the server. If that guys “head hit box” is in that coordinate, he is dead. If not, you missed. The server keeps all the status of everyone and you update it with your actions.
The anomaly is associated with your network connection and your ping value. The network ping dictates the time that it takes for a data packet to reach its destination. A low ping means the packet will get to the server really fast, if it is high then it will take a longer amount of time to reach the server. Someone with a high ping rate will feel the effects and get pwrd every time.
The point is in the fps (frame per second). The fps refers to the rate in which the data/packet/picture is transmitted. It’s like pictures that make a movie. Each frame is a visual representation of what is going on in the game. You respond to that image and your actions are sent back to the server to update for all to see.
If you are fighting a guy that has a faster ping value (lower ping number) than you, he will receive the frame faster and see the image of you before you see the image of him. If your ping rate is faster than his, you will see him first. Who ever shoots and registers a hit to the server first, wins.
How do I know this? I have been getting waxed left and right and often find myself shanking the air. This is because I am responding and swinging at where the guy “was” and not where it “is”. This is due to the “lag” between me, him and the server. A 125ms delay is about a 10th of a second, 2 of those and you have a hop to the left, that could go undetected.
Don’t believe me? You can (I did) verify this by watching the killcam after a melee. If you are on a slow connection you will see the skirmish from the other perspective. Recalling your position and watching what he saw and did. In most cases it leaves you swinging and he no where near you or you aiming directly at him and his killcam showing him off to the side of you. This is because he updated before you did. IF he registered a kill, all data packet is dropped and a kill screen is sent to you.
How will this info help –TR-? You have to build your team/squad based on their abilities and their “network abilities”. To send an attack team out with one of you having a slow network connection will do nothing but allow the other team to score and leave the rest of the squad open. You have to factor this info in establishing your team.
Organization, communication and execution will be the key to your success.
I kept getting the server error trying to join the invite last night, so I won’t try anymore, don’t want to look like a hacker.
The janitor, A.K.A Mark12Mod0
There are some of you that will own and some that will get ownd, no matter what. This is based on the nuances of gaming and how the networks and servers manage player’s activities. The server evaluates the data and based on its calculations and dictates your situation. The server calculates your location, activity everything, all the way to shots fired at you, detailing if it missed, wounded or killed you.
When you shoot at some one, the coordinate data is sent to the server. If that guys “head hit box” is in that coordinate, he is dead. If not, you missed. The server keeps all the status of everyone and you update it with your actions.
The anomaly is associated with your network connection and your ping value. The network ping dictates the time that it takes for a data packet to reach its destination. A low ping means the packet will get to the server really fast, if it is high then it will take a longer amount of time to reach the server. Someone with a high ping rate will feel the effects and get pwrd every time.
The point is in the fps (frame per second). The fps refers to the rate in which the data/packet/picture is transmitted. It’s like pictures that make a movie. Each frame is a visual representation of what is going on in the game. You respond to that image and your actions are sent back to the server to update for all to see.
If you are fighting a guy that has a faster ping value (lower ping number) than you, he will receive the frame faster and see the image of you before you see the image of him. If your ping rate is faster than his, you will see him first. Who ever shoots and registers a hit to the server first, wins.
How do I know this? I have been getting waxed left and right and often find myself shanking the air. This is because I am responding and swinging at where the guy “was” and not where it “is”. This is due to the “lag” between me, him and the server. A 125ms delay is about a 10th of a second, 2 of those and you have a hop to the left, that could go undetected.
Don’t believe me? You can (I did) verify this by watching the killcam after a melee. If you are on a slow connection you will see the skirmish from the other perspective. Recalling your position and watching what he saw and did. In most cases it leaves you swinging and he no where near you or you aiming directly at him and his killcam showing him off to the side of you. This is because he updated before you did. IF he registered a kill, all data packet is dropped and a kill screen is sent to you.
How will this info help –TR-? You have to build your team/squad based on their abilities and their “network abilities”. To send an attack team out with one of you having a slow network connection will do nothing but allow the other team to score and leave the rest of the squad open. You have to factor this info in establishing your team.
Organization, communication and execution will be the key to your success.
I kept getting the server error trying to join the invite last night, so I won’t try anymore, don’t want to look like a hacker.
The janitor, A.K.A Mark12Mod0
well crap so you have a bad connection?
but you show green when im looking did you fix it
you have gotten ALOT better
no more 2-27 haha
VIP Member
Joined: Nov 2002
Posts: 12,422
From: Teh Phantom Zone
Car Info: 2013 Toyota Prius Plug In 2011 Toyota Prius
There are a few things you need to know and understand when you form your teams. There are anomalies inherent in server’s bases games. If you understand it you can use it to your advantage. Even though it seems hokey don’t let this dissuade you from a really good game, it just the way it is.
There are some of you that will own and some that will get ownd, no matter what. This is based on the nuances of gaming and how the networks and servers manage player’s activities. The server evaluates the data and based on its calculations and dictates your situation. The server calculates your location, activity everything, all the way to shots fired at you, detailing if it missed, wounded or killed you.
When you shoot at some one, the coordinate data is sent to the server. If that guys “head hit box” is in that coordinate, he is dead. If not, you missed. The server keeps all the status of everyone and you update it with your actions.
The anomaly is associated with your network connection and your ping value. The network ping dictates the time that it takes for a data packet to reach its destination. A low ping means the packet will get to the server really fast, if it is high then it will take a longer amount of time to reach the server. Someone with a high ping rate will feel the effects and get pwrd every time.
The point is in the fps (frame per second). The fps refers to the rate in which the data/packet/picture is transmitted. It’s like pictures that make a movie. Each frame is a visual representation of what is going on in the game. You respond to that image and your actions are sent back to the server to update for all to see.
If you are fighting a guy that has a faster ping value (lower ping number) than you, he will receive the frame faster and see the image of you before you see the image of him. If your ping rate is faster than his, you will see him first. Who ever shoots and registers a hit to the server first, wins.
How do I know this? I have been getting waxed left and right and often find myself shanking the air. This is because I am responding and swinging at where the guy “was” and not where it “is”. This is due to the “lag” between me, him and the server. A 125ms delay is about a 10th of a second, 2 of those and you have a hop to the left, that could go undetected.
Don’t believe me? You can (I did) verify this by watching the killcam after a melee. If you are on a slow connection you will see the skirmish from the other perspective. Recalling your position and watching what he saw and did. In most cases it leaves you swinging and he no where near you or you aiming directly at him and his killcam showing him off to the side of you. This is because he updated before you did. IF he registered a kill, all data packet is dropped and a kill screen is sent to you.
How will this info help –TR-? You have to build your team/squad based on their abilities and their “network abilities”. To send an attack team out with one of you having a slow network connection will do nothing but allow the other team to score and leave the rest of the squad open. You have to factor this info in establishing your team.
Organization, communication and execution will be the key to your success.
I kept getting the server error trying to join the invite last night, so I won’t try anymore, don’t want to look like a hacker.
The janitor, A.K.A Mark12Mod0
There are some of you that will own and some that will get ownd, no matter what. This is based on the nuances of gaming and how the networks and servers manage player’s activities. The server evaluates the data and based on its calculations and dictates your situation. The server calculates your location, activity everything, all the way to shots fired at you, detailing if it missed, wounded or killed you.
When you shoot at some one, the coordinate data is sent to the server. If that guys “head hit box” is in that coordinate, he is dead. If not, you missed. The server keeps all the status of everyone and you update it with your actions.
The anomaly is associated with your network connection and your ping value. The network ping dictates the time that it takes for a data packet to reach its destination. A low ping means the packet will get to the server really fast, if it is high then it will take a longer amount of time to reach the server. Someone with a high ping rate will feel the effects and get pwrd every time.
The point is in the fps (frame per second). The fps refers to the rate in which the data/packet/picture is transmitted. It’s like pictures that make a movie. Each frame is a visual representation of what is going on in the game. You respond to that image and your actions are sent back to the server to update for all to see.
If you are fighting a guy that has a faster ping value (lower ping number) than you, he will receive the frame faster and see the image of you before you see the image of him. If your ping rate is faster than his, you will see him first. Who ever shoots and registers a hit to the server first, wins.
How do I know this? I have been getting waxed left and right and often find myself shanking the air. This is because I am responding and swinging at where the guy “was” and not where it “is”. This is due to the “lag” between me, him and the server. A 125ms delay is about a 10th of a second, 2 of those and you have a hop to the left, that could go undetected.
Don’t believe me? You can (I did) verify this by watching the killcam after a melee. If you are on a slow connection you will see the skirmish from the other perspective. Recalling your position and watching what he saw and did. In most cases it leaves you swinging and he no where near you or you aiming directly at him and his killcam showing him off to the side of you. This is because he updated before you did. IF he registered a kill, all data packet is dropped and a kill screen is sent to you.
How will this info help –TR-? You have to build your team/squad based on their abilities and their “network abilities”. To send an attack team out with one of you having a slow network connection will do nothing but allow the other team to score and leave the rest of the squad open. You have to factor this info in establishing your team.
Organization, communication and execution will be the key to your success.
I kept getting the server error trying to join the invite last night, so I won’t try anymore, don’t want to look like a hacker.
The janitor, A.K.A Mark12Mod0
$10 bucks- Franco
just gotta stick to good connections. the game is based on randomly selected p2p hosts with activision used for matchmaking. most of the time we are on decent connects, and if we get the chance to host we all have solid ping rates.
to help reduce lag, hardwire your ps3 to the router, or direct to the cable modem.
power cycle/reset your cable modem/router before every session online.
try not to have downloads/uploads active while playing online.
if your ping is still crap one thing you could try is asking your ISP to take off interleaving your line. it's an extra error check that is transmitted that also adds to latency, and i've read it helps out a ton with PC gamers and their ping issues. avg 135ms down to a solid ~30-40 ms...
to help reduce lag, hardwire your ps3 to the router, or direct to the cable modem.
power cycle/reset your cable modem/router before every session online.
try not to have downloads/uploads active while playing online.
if your ping is still crap one thing you could try is asking your ISP to take off interleaving your line. it's an extra error check that is transmitted that also adds to latency, and i've read it helps out a ton with PC gamers and their ping issues. avg 135ms down to a solid ~30-40 ms...


