As can be seen on the UTComp site, a new beta version of the competitive mutator UTComp has been released. Some of its new features are a new Enhanced Netcode system and built-in Clan Arena. You can obtain it by going in the UTComp section on the left menus.
I got it as soon as the beta 3 was released and threw it on the MaTriX server. It definitly does have a 'LANNISH' feel to it. It feels weird though. I can only describe it as 'loose.' Especially when fighting with close range shot. I think the subtle differences will take some time getting used to, but I do like it. And I'm eager to see what happens as the community tests it.
Can't wait to try it, but can anyone give me a quick explanation of how it works? I don't need the details because I don't code at all, but I'd be interested in hearing a plain language explanation of what it does (if someone has one :D).
I've heard some people express dislike for it, but personally I like it. I was playing Grendelkeep, standing at the end of the shock hallway near the flak, and I hit 9 shock primaries in a row as fast as the gun could fire. I've never been to a LAN, so I've always wondered how much my performance is affected by lag. Now I have a rough picture of how much!
People dont like it cuz of the weird shock balls, but personally I think it rocks. I always have higher ping than people I play in, and now with this, I live up to my words when I told them that I could beat them @ lan. Man, thank god for UTcomp. You guys are awesome. This should be standard for competitive gaming now :)
I tried this last night on a Euro server that I had a clean connection to and I can say that indeed it does work wonders with ping.
However, it is quite horrible when you have packet loss. I've tested it with 100 ping and 5% or so packet loss and it was much worse than with 160 ping and 0 pl. This is what I think should keep it from becoming the competitive standard. People who never get packet loss will think it's the greatest thing ever and tell people like me that we're retarded, but the fact is unless both players have clean connections it just widens the gap. In other words, if we both have 80 ping but i have 5% PL and you don't, it will just make it even more of an advantage for you. Hell, if you have 130 ping and i have 80 with PL it still gives you the advantage.
I think this netcode does work very well when there's a clean connection, but I hope the plan is to keep it as optional for competition. If neither player is having PL then go for it I'd say, but it wouldn't be fair to force it upon people with chronic PL.
There's people who will say "you can turn it off in the menu!". Well the issue is, it still gives the other person more of an advantage. It's making the game smoother for one person and not for the other.
The real issue there is packetloss, not ping compensation. We've had problems with that since the beginning of online gaming. The new netcode is not designed to stop packetloss, only high ping. I don't see why packetloss should keep the new netcode from becoming the competitive standard since packetloss is an issue with or without the netcode.
Packet loss seems like a bigger issue with the netcode than without it. It appears (from what I've seen) to make its effects worse. Thus it gives even MORE of an advantage to people without it.
It would be the equivalent of a mod that makes it easier for low pingers but not high pingers. And the fact that you can turn it off clientside doesn't help, because it's still making it easier for the 1 person who already has the advantage, and not the other.
Saying packet loss has always been a problem is like saying high ping has always been a problem. Just because you don't have to deal with it doesn't mean it's not there and shouldn't be considered. Hell people have even said that this mod gives them packet loss when normally they don't have any.
This new netcode tweak could have potential, but it still needs to undergo further testing and fixing before it should be used competitively.
At this point I would have to say it should be default off, and only used in extreme situations like east vs west or both teams want/agree to use it. I like it... but I also don't like it. I can't explain what I mean, it's more than just the mutator itself. It's how it changes the gameplay.
I think the downside to the "netcode" thing,is that while it does make aiming easier,it feels somewhat artificial and unstable.The main issue is that its not universally used ^yet^ and if you play with it and get used to it,it will make your aim worse in the regular old "delayed" game.Did I explain what you meant dawgpound,or did you mean something else?
I dunno,I just played 4 or 5 maps on the Fractionary server,which is east,,Im west..I was at roughly a 40-50 ms ping differential,as per usual,and to be honest,I usually alias because my connection is so horrible to it that i just embarrass myself but late at night it's the only one populated.
Tonight I didn't do well,but not as bad as usual,the "newnet" code seemed to increase lag at times,and even the field at other times,,I was getting pulsed around corners,sniped by people right in front of me,yet over a slight rise,I couldn't see any portion of them,yet off comes my head.
At one point I put 3 lg shots right into a guys face at close range,,missed all 3 times and was gunned down by the assault rifle from an armor total or 100/100..This doesn't seem at all liek an evening of the field.
At other points my mini felt exceptionally beastly,locking in and tearing stuff up ala UT99,this I liked.Primary shock hits were also up considerably.
Maybe I am still experiencing some packetloss,maybe I am still at too much of a ping disadvantage to East servers..maybe I'm just out of practice,or maybe it's the new netcode,or a combination of all 3.
All in all,anything that brings the coasts together is a good thing,nice work guys.Can't wait to try it on a west coast server.