Posts by Misfire

    I know im not getting much kills cuz ping (which increases my playtime to get to lvl 20) but it shouldnt happen in my region. I can tell everything is faster like hitmarkers right after u shoot at the enemy BUT it still feels choppy

    the game engine is too slow to process the packets that your pc is receiving because tcp has fixed order on when packets should arrive and be sent so the shooting packet cant go first when the enemy is still behind the corner .


    idk i feel the hitscans are pretty much similar

    The engine is not too slow to process packets. I think you're severely missunderstanding some things - packet order has got absolutely nothing to do with this stuff, unless you've got extreme latency fluctuations, and that's not the case here. Modern networks deploy flow control and will usually roughly preserve order anyways.

    well its a theory that looks like it can match the problem :D

    the game engine is too slow to process the packets that your pc is receiving because tcp has fixed order on when packets should arrive and be sent so the shooting packet cant go first when the enemy is still behind the corner .


    idk i feel the hitscans are pretty much similar

    Corner shots may just be the engine failing to update positions faster than your pc can receive packets or servers netcode to your pc is still bad. Because with tcp all packets are in order so “shooting packets” cant go before “moving packets” but it still happens. Udp doesnt have orderly packets.


    Somtimes there a couple games once in a while where corner shots dont happen

    If the battle pass system fixes the broken loot box system, I'm welcoming it.


    I think I'd honestly prefer the drone categories to remain seperate, otherwise everyone running UAV recon + UAV recon will equip an offensive third killstreak, resulting in WAY more killstreak spam.

    If the categories are merged, please also increase the points required for some of the killstreaks. I regularly see people get a hellbird with only 15 kills, resulting in a barrage of three hellbirds of both teams in a row at the end of some matches. Fixing the escort drone should also be a priority and nerfing the "you'll just die randomly sometime during the match"-killstreaks (blade drone, striker drone) should also be in order. Please don't encourage that kind of madness, getting killed randomly all the time and having matches ended by waiting 2 mins until all the hellbirds are over is extremely frustrating and unrewarding.

    Yea that was the reason i couldnt think before of why it was separated


    Uav > counter uav > hellbird ez

    🤔

    battlepass

    \/

    2 reward systems

    \/

    One is f2p & one is paid

    \/

    Paid prob has best stuff & can be p2w


    =More paywall yay



    Drones


    I think if both categories are not removed there can be more possiblities and making one of the categories harder to be used (offensive).

    Im on west coast so anyone closer to east usually would kill me before i see them. And im pretry sure we all know the game performance went down after the first new map update

    Yeah, peeker's advantage depends solely on half your ping and your interp (which looks to be 40ms), not really a server issue though.

    Its 90ms

    The term “very good” is poorly define in ironsight. You could have good ping that beats everyone or a top notch pc (go play cod if u do smh). I can get 20 kills when servers are behaving properly other than that its around or under 10 kill

    I have not had an issue with the servers before.

    Im on west coast so anyone closer to east usually would kill me before i see them. And im pretry sure we all know the game performance went down after the first new map update

    The term “very good” is poorly define in ironsight. You could have good ping that beats everyone or a top notch pc (go play cod if u do smh). I can get 20 kills when servers are behaving properly other than that its around or under 10 kills

    Well a cure we all discovered for all problems for ironsight is to close servers xD

    Im sure the artist devs has to make pictures for the next report too xD

    We all know Ironsight has problems with optimization, but there is a way for the client (you) to help with it. For me, I have this laptop (listed below) and it should not go over 60 fps. I do get frame drops but not much (and as terrible) as before. I did all the things game support would tell you but not these, They are launch options. Keep in mind that some may not be in effect like forcing game to use directx 12 (as the game has to support it) but since im not sure what worked i will be posting what i have.


    Icore 7 - 5500u

    Nvidia gtx 950m

    12gb memory

    1 tb HDD


    Using Steam


    Click here to learn how to make the game be managed by Steam .


    Go to your launch option by right clicking on the script/game you have added from above.

    pasted-from-clipboard.png


    Type in (or copy and paste this):

    Code
    1. force-d3d12 -useallavailablecores -sm4 -nomansky -lowmemory 

    in the text box and click ok.


    Now you should see improvement on your game.


    Credit to this thread https://steamcommunity.com/sha…filedetails/?id=475747492. All Q&A is on there and detailed improvements to improve the fps.


    I may include another way to use launch options without using Steam and just with Windows.






    Step 1


    Open up Notepad.


    Step 2


    Type in (or copy and paste this code)


    Code
    1. Dim objshell
    2. Set objshell = WScript.CreateObject( "wScript.Shell" )
    3. objshell.Run("""C:\AeriaGames\Ironsight\launcher.exe""")
    4. Set objShell = Nothing
    5. x=msgbox ("Don't close this prompt , OK? ", 0, "Overlay Steam, Run Launcher Games")


    Step 3


    Save as VBS file. You can do this by typing in the file name text box. The "a" can be any name you want, but the extension, ".vbs" has to be as is. The file type (.vbs) can be opened by notepad or wordpad. A message box will appear when you launch the game. You should leave that until you close the game itself.


    pasted-from-clipboard.png


    Step 4


    Add the file as a non-steam game and right click on it after you add it to the library for the list.


    Step 5


    Click Properties. The first textbox should say Ironsight (rename it to Ironsight if it is not by clicking on it). On the second textbox that says "Target", copy and paste this:


    Code
    1.  "C:\AeriaGames\Ironsight\a.vbs"

    This is the path to the vbs file you just created.


    Next on the last text box that says "Start in", copy and paste this:


    Code
    1. "C:\AeriaGames\Ironsight\" "C:\AeriaGames\Ironsight\a.vbs"

    The first path is to the game application and the second is to the same vbs file.



    Now you all done.



    • Will this hurt my computer/laptop?

    No this cannot hurt your computer at all. It is just part of the coding that makes it look weird. This just make the script that steam opened to launch the game.


    • How is this different from the game actually being on Steam?

    Steam has problems with launching games that has launchers unless the game is Steam integrated. Steam will think that it is just opening the a file (which is a script that will launch Ironsight).

    Udp is custom coded tho. I know other games does but they already knew how a working udp is coded. If udp is already created why couldnt devs use a working udp code from other games. Its like researching facts and rewording it for your essay. Anyways if devs know what theyre doing it would be easy.

    UDP is a protocol that is implemented in the kernel; nobody in user space is implementing it.

    I'll still address your question by replacing "UDP" with "netcode", though.

    The netcode of other games is both proprietary and closed source, so there's no 'taking working netcode from other games', especially since the netcode differs from game to game.

    Udp is custom made protocol tho

    But if the devs understand how to do the netcode works there would be a faster test.

    Then devs dont know what their doing since udp has already been created by others many times ¯\_(ツ)_/¯

    I think you're missunderstanding what the netcode fix is about.

    Nobody is creating UDP.

    And I guarantee you, the netcode for other games definetly went through extensive testing phases as well.

    Udp is custom coded tho. I know other games does but they already knew how a working udp is coded. If udp is already created why couldnt devs use a working udp code from other games. Its like researching facts and rewording it for your essay. Anyways if devs know what theyre doing it would be easy.

    I mean like science, u use hypothesis and trial and error to test experiments due to unknown results. But if the results are already known, theres no need to test much.

    Yeah but if the results are bad, further changing and testing is required. ¯\_(ツ)_/¯

    Then devs dont know what their doing since udp has already been created by others many times ¯\_(ツ)_/¯

    No need to test much if devs know what theyre doing :)

    Falser words were never spoken.

    This testing phase is still way longer than it should be, though.

    I mean like science, u use hypothesis and trial and error to test experiments due to unknown results. But if the results are already known, theres no need to test much.

    currently the pts is planned and being prepared with the new netcode. Sadly these things don't get done after a short time but needs a thorough testing which costs additional time. Also more news will appear in due time for the matter

    No need to test much if devs know what theyre doing :)

    Well rip ironsight lol but like a map like rust in mw2 seems like a regular size for ironsight (maybe a bit bigger) isnt that bad.

    In ironsight u could basically spawn trap the full team by keeping the distance of moving their spawn and also have the light of sight to the spawn. Anyways the spawn system is weird asf

    You can do that in CoD as well - I remember that people posted 200 kill gameplays of MW2 and such back in 2010 where they basically just camped a spawn for the whole duration of the match. Probably not as easily, since CoD had more spawns, but this also leads to more chaos.

    True but the maps still are the same size and spawns have gotten better across each title.

    Then how does spawn work in other AAA fps games :) u can feel the difference

    You could break the spawn system in every single FPS I've ever played, especially Call of Duty, which was the worst of both worlds: Chaotic and broken.

    I think map design is what reduces most issues, not a "better spawn algorithm".

    Well rip ironsight lol but like a map like rust in mw2 seems like a regular size for ironsight (maybe a bit bigger) isnt that bad.

    In ironsight u could basically spawn trap the full team by keeping the distance of moving their spawn and also have the light of sight to the spawn. Anyways the spawn system is weird asf

    u mean better algorithm for spawning and having full penetration mechanic

    While I agree with penetration, I don't think fixing the spawns is that easy. You can't just spawn people all over the map because that would result in chaos, and the game likely already chooses "the optimal" spawn position by some sensible metric (e.g. furthest average distance from every enemy or furthest distance from closest enemy, probably the former).

    So introducing more spawns might lead to chaos, and there's not much you can do to find an "optimal" spawn - in the clip above a switch to the other side would likely have resulted in people spawning next to enemies, which is also undesirable.

    Maybe the maps where this regularly occurs are just inherently broken in terms of map layout for TDM.

    Then how does spawn work in other AAA fps games :) u can feel the difference

    To add some more to my post about maps, here's another nice clip where I'm abusing the hell out of the spawn system (and inpenetrateable glass!) on airport: https://www.youtube.com/watch?v=ItS2CKjuqc8

    Again, I can't think of a solution to this (except for the glass of course - having stronger penetration would be nice), but maybe someone smarter than me can come up with one, so I'm raising awareness for it despite that.

    Please excuse the music, that's part of the recording ;)

    u mean better algorithm for spawning and having full penetration mechanic

    Also the whole 'real' snipers are supposed to camp and all, you forget this is no realistic first person shooter, its an goddam arcade first person shooter that heavily improves on the cod formula which is what makes it so fun to play.

    It's not about realism, it's about game balance and the dev's intentions in creating multiple weapon classes with different strengths and weaknesses.

    It is if ur playing battlefield oh wait mechanical arms in ww2...

    I think he may be experience lag where there is a few frame lag on sprinting

    Nerfing hipfire won't change anything about how well the sniper performs in close range combat because using ADS on the FAMAS is usually more effective than the hipfire on SMGs anyways.

    It's not like everybody play famas. And to ADS you lose a lot of move speed, so its fair at all, you will be a easier target.

    OMG...
    We here complaining that the sniper class rules SMG's close behind, and the guy asking to get even better up close ...

    your ability to interpret texts is horrible

    yes if all 3-4 shots are on target when u hipfire lol

    To add some more to this, the "I shot him a billion times and yet he didn't die"-scenario might already occur if you hit people after the enemy's damage packets have already reached the server, but the kill hasn't gone through to you yet. This is still "fair between high and low pings", because your enemy actually killed you before you killed them. Switching to the alternative would amplify the situation, where hits that were fired before the enemy damage packets have reached the server, but didn't reach the server before the enemy packets, won't count. This is not fair for high pingers anymore, since they might have shot first, but their ping was too high for the packet to reach the server first.

    Still, trades are extremely annoying, and occur even in low ping vs low ping, where the scenario above wouldn't really be noticable.

    Designing netcode that is both fair for high pingers and fun for everyone is kind of an impossible task. Imo, when in doubt, you should design in favor of people with good connections, however harsh that may sound.

    Tbh i dont have hopes of this game of suceeding in fps market because there are full penetration mechanic, free range vaulting, and more content in which call of duty beats. Then im not really giving up because aeria games has move some guys after cbt and now which shows theyre trying to make something.

    Buff SMGs that the first 7 bullets fired are near accurate (say 70%, but it may vary), but after that, have them be CFX50 hipfire inaccurate such that continuous spray at anything but close range is a liability. To regain the original accuracy, release mouse1 for ,lets say, 0.7 seconds (this will also vary between SMGs).


    This might make SMGs overtake the sniper in CQB, but the snipers will now have an edge over the SMGs in long ranges, as it should be. If the sniper can still get the SMG player in CQB, it will be a difference in skill.

    technically that is similar to the new call of duty recoil mechanic lol

    it applies to all guns tho