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What is "Lag"?: Lag is the
time delay between what happens in front of your eyes, on your monitor
screen, and what is actually recorded as information in the game. The
difference between where an enemy appears to be, and where they actually
are. Essentially, the mech you see on your monitor is actually a
"ghost" image of the actual target as it appeared at some time in
the past. Determination of the ghost image in relation to the actual
location of the target is the key to effective lag shooting.This is caused
by the transmission of those game information signals over internet
connections, phone lines, and satellite links. It's severity can be roughly
estimated by the "ping", or latency times displayed by the names
of players. The value varies greatly over the course of the day, even from
second to second during combat, ping times will fluctuate.
How does it affect gameplay?: All
objects in the game are tracked by a series of coordinates, X, Y, and Z.
this number represents the position of every unit, structure and weapons
fire in the game. For example, say your unit is at coordinates X=100, Y=100,
and Z=0, you are travelling along the Y axis at 10 meters per second, your
ping time is 400ms, your opponent has a ping time of 600ms. Your system
transmits your exact position, but not movement data to the Zone server,
this takes 400 ms. The Zone server forwards that data to the system of your
opponent, taking an additional 600 ms, and your position is displayed on his
monitor as X=100, Y=100, and Z=0. But you are not at that position anymore,
you are now at position X=100, Y=110, and Z=0, having moved one meter in the
second it took for the data to arrive. Your opponent directs his weapons
fire at X=100, Y=100, and Z=0, because that is where you appear to be, the
data indicating the weapons fire coordinates leaves their system, travels
through the internet to the Zone server and back to you, accumulating
another second of travl time. Your computer interpretes his weapons fire
striking X=100, Y=100, and Z=0. By this time however you are at coordinates
X=100, Y=120, and Z=0 and their shot strikes 20 meters behind you. This of
course is simplified, but it illustrates the problem.
Hit
"CTRL+D" to bring up enemy HTAL or 2D display: The
standard damage display is not detailed enough to show immediate damage
to your opponent, HTAL (the bar graph display), and 2D (the wireframe
type) show even minor damage more quickly than the default. You will
need the most accurate means of determining enemy damage accumulation.
Lead your target: In addition to the normal
lead of your weapons, begin by aiming 1 mech length ahead of your enemy,
directing you fire to a place they WILL BE. Watch the HTAL dispay
closely as you are doing this. Remember, it will take at least 2
seconds, according to our example, to see any effect of your shot. So
don't be impatient and move from your aim point too soon. If no
damage is indicated, move your fire to 2 mech lengths and try again. By
watching your enemies HTAL display, you should begin to see the effects
of your fire. You will be surprised at first, as your fire will appear
to fall well ahead of the enemy, but the damage will begin to creep up.
Once you find a point ahead of the enemy that produces damage, (in our
example about 4 mech lengths, depending on the type of chassis) continue
firing until you achieve your hard won kill.
Other variables: Keep in mind that the
point will be harder to estimate for a mech that is manuevering
effectively. Remember your basic combat training, constantly changing
direction and speed variation will make it much, much harder to damage
an enemy, but in time it will become more natural. If you can position
yourself directly behind an enemy moving away from you, lag is less of a
problem, your shots will fly through their apparent position and strike
them anyway. The same goes for enemies moving directly towards you.That
is why the basic combat section instructed you to avoid these tactics if
possible when attacking.