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The Truth About Ping Abuse In Online Games

100 Comments

The Truth About Ping Abuse In Online Games


What’s up guys Rogue-9 here and in today’s
video I want to shine a bit of a spotlight onto the issue of peeker’s advantage, ping
abuse and how latency in general will affect your experience when you are playing a first
person shooter that uses server side hit validation. Dying to a high ping opponent who manages
to kill you before they even pop up on your screen is super frustrating and as we all
know the higher the enemy’s ping, the more time they have to shoot you after
coming around a corner, right? WRONG! This is one of the most common misconceptions
when it comes to peeker’s advantage and in fact one that I myself used to believe for a long time. I will be explaining the various issues in
this video using Rainbow Six Siege as a basis but these concepts will apply to all games
that use server side hit validation, so the findings will apply to pretty much all modern
online first person shooter games out there. And with that, let’s finally get to it! Before I launch into an explanation of how
and why your opponent’s ping does not matter at all when it comes to peeker’s advantage,
let me first very briefly go over some of the basics to make sure we’re all on the same page. Ping, that number we see shown to us in online
games: that’s the time it takes for a message from your PC or console to travel to the server and back. Latency is the time is takes for a message
to travel on one leg of that journey, so from your device to the server or from the server to you. So latency is basically half the ping. Times are usually shown in milliseconds. Now, how does this affect gameplay? Well, when you provide any input to the game
on your device (e.g. moving your character, using your weapon or a gadget or anything
else really) that input is registered on the local game client on your machine and your
character performs the required action. At the same time, a message is sent to the
server informing it of what you have chosen to do in your game and it will take half the
time of your ping plus the processing time of up to one tick for the server to receive
and understand that message. I’m going to keep things simple in the examples
going forward and leave out the processing time on the server and client and we will
simply assume that they are equal for all players although of course a player running
the game at a very low frame rate will have be disadvantaged compared to others
but that it a whole other topic. So the message has now reached the server,
is processed and then of course it needs to get sent out to all of the other players and
the time it takes for the message of your original action to reach the other players
is dependent on their individual latencies. What all of this will cause is what we can
think of as a ghosting effect. When you move on your device, your character
as represented on the server will lag behind by half of your ping and then you will need
to add half of the other players’ pings on top of that to get the time lag when compared
to what they see on their PCs or consoles. Makes sense so far? Good! I tested this in game but before I show you
that, here’s a quick word from today’s sponsor! This video is sponsored by Drop, the company
formerly known as Massdrop and their product, the Sennheiser PC37X gaming headset! I have owned this headset for many months
now and I am still more than happy to recommend it! Sennheiser is of course known for making great
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looking for a mic and headphone combo but don’t just take my word for it. The item currently has a great customer rating
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I can definitely recommend the PC37X and if you use the link in the description below
a $30 discount will automatically be applied for you during checkout! Many Thanks to Drop for supporting the channel! Let’s face it, playing with high ping is
never a great experience. For one, silly things like this can happen:
As you can see in this clip where both players have high ping, I landed a total of 5 headshots
on Rook here before losing the gunfight. 100% ridiculous and what’s even worse is
that in the death cam replay you can still see me supposedly shooting 5
bullets before Rook reacts! What really happened in this clip is that
Rook actually fired a split second before me and since his shots were registered on
the server first, all of my follow up hits were rejected and I lost the fight. It looks really sketchy both in the live play
and in the replay but actually, it worked perfectly as intended. The player that shot first (where both players
have a pretty bad ping) won the fight. But how does high ping affect peeking? Here is what it looks like to get peeked on
a server where both players have a pretty high ping… I think it’s fair to say that that was pretty
much an instant death; I really didn’t have any chance to react. Now let’s look at that situation in a local
match where the ping of both players is 1ms… Ok, that also was pretty much instant… In fact, if we put the two clips side by side,
you can see that they are virtually identical and any variance is most likely due to the
human factor of me not replicating the peek perfectly across both tests… But isn’t high ping supposed to cause a
major difference in the victim’s experience due to peeker’s advantage? Well, here is where the most common misconception
of peeker’s advantage comes in. The higher the ping of the peeking player,
the more profound the ghosting effect on the server will be BUT this will not provide them
with any advantage at all. Because we have server side hit validation,
it will take just as long for the player’s shots to be registered on the server and this
basically cancels out any advantage that would come from the higher ping of the peeker. Let that sink in for a second: The ping of
the peeker doesn’t matter, because any advantage in terms of the time they get to see the opponent
before the server registers the peek is eaten up by the time it then takes for the shots to register. Peeker’s advantage is still a real thing
but it is in fact the ping of the victim that is important here. Many seasons ago, the Rainbow Six dev team
shared a visual example in a blog post and why don’t I walk you through this step by
step to explain what I mean. In this example, we have player 1 (with a
high ping of 200ms) peeking player 2 (who has a lower ping of 100ms). Player 1 peeks and it takes 100ms (half the
ping) for the peek to be registered on the server. Then it takes 50ms (half of player 2’s ping)
for the info of that movement to be sent player 2’s PC or console. So at the time that player 2 gets to see the peek, player 1 has already been fully exposed for a full 150ms. 150ms after this, player 1 fires (we are assuming
a 300ms reaction time) and it then takes 100ms for that info to reach the server. As long as player 2 manages to shoot early
enough for their shots to reach the server first, they still win the gunfight and their
own latency of 50ms again plays a role here. What this results in, is a window of opportunity
during which player 2 can win the gunfight and that is player 1’s reaction time minus
player 2’s ping. In a perfect world, we would have no delay
at all and it would just be a case of whoever shoots first wins, so as long as you can aim
and shoot quicker than your opponent, you’ve got this. But since it’s all about who’s shots register
on the server first, the disadvantage for player 2 comes from the 50ms it takes to see
the opponent after the server has already registered the peek and then the additional 50ms it takes for player 2’s shots to register on the server. Player two is disadvantaged twice by their
latency, which adds up to their ping and therefore explains the peeker’s advantage window of
opportunity formula I mentioned earlier: Player two must react faster than player 1’s reaction
time minus player 2’s ping. I hope this little example helped clarify
what I’m trying to get at because it was a complete revelation to me when I found out
that it’s my own ping providing the opponents’ peeker’s advantage and not theirs. And consequently, there is actually no such
thing as “ping abuse”… If an opponent has a very high ping, they
get no advantage when peeking you but they do get a serious disadvantage when you peek them. Any kind of peeker’s advantage you perceive
against yourself is down to your ping and the processing time on the server/your machine. No more, no less. And beyond that, the disadvantage of a high
ping goes even further because if you are ever in a gunfight situation where both players
fire at each other at the same time on their clients, the player with the higher ping will
lose, because their shots will reach the server later and if they are already marked as dead
on the server, their hits will be rejected, resulting in an all-out win for the low ping player. BUT: Why is it then that we have these experiences
all the time where we die without the opponent ever appearing on our screens?! And why is it almost always against players
who have a bad ping?! Maybe the answer is that those deaths are
more down to perspective, than lag… Maybe we notice suspicious deaths more when
the opponent has a high ping because that fits in more with the usual understanding
of peeker’s advantage. I’m just guessing here of course but the
fact is that in games with server side hit validation; there is no plausible reason why the peeker’s ping should provide them with any kind of benefit. And that’s it; I do hope that my little
excursion into this frustrating topic has provided a little more clarity on the issue. If you learnt something today and enjoyed
the video, do leave it a thumbs-up and if you didn’t like it, that’s what
the thumbs-down is there for. Do leave any comments you have below and as
always, thank you so much for watching, I hope you enjoyed the video and I will see
you in the next episode!

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100 thoughts on “The Truth About Ping Abuse In Online Games”

  1. Ritwij Sasmal says:

    so many dumb players always tell higher ping in advantage lol XD

  2. Mike Bauer says:

    Well there ist one more question: Though I have a constant ping of 9ms, I have the Problem with not registered shots (shots more than 4.5ms before I died…)

  3. Tanmay Naidu says:

    I can attest this. I almost play with 100+ ping and have never seen an advantage but have always seen disadvantages to peeking. High ping almost always loses firefights.

  4. aC0rn LoRd says:

    My depression in one video.

  5. Tyler T. says:

    whyd you use old gameplay 🙁

  6. Blazing Fury says:

    Ah yes, its big brain time

  7. Ryne Trosclair says:

    Wonderful video, Rogue. What about a person with an unstable ping? I'm guessing that the defender's window narrows or widens depending on which direction the peeker's ping is changing.

  8. SonicMastr says:

    Um. You literally just showed a chart saying that ping abuse is real… If you prefire before peaking the corner with a high ping, they'll already be dead on the server before they can see you. Did you even pay attention to the chart?

  9. PenguPoop says:

    115 dislikes from players who want to be able to say it's the games fault that they died and not their own's

  10. Youri Denisse says:

    Ping abuse is a thing, but peakers advantage not. If i play agains a high ping its impossible to hit

  11. Scientific Street Fighting - IFO Jeet Kune Do GER says:

    I real live, the latency is the speed of light…

  12. Some Random Horse says:

    I live in Uni with incredible internet speed, I was able to achieve constant 25ms. However, once my Uni server decide to locked the server (meaning turning on the educational mode ). I use my VPN to Japan (which is nearest), and the ping jump to constant 125ms. I unable to achieve better ping on other VPN server.

  13. iTz Charming says:

    Trying in casual lmao

  14. Boxhead928 says:

    So you are saying I should buy a better gaming chair?

  15. BEASTMODE EJ says:

    My wifi just sucks 200+ ping during the day but 20 at night thanks frontier

  16. Kye thecrazycatman says:

    so its just placebo

  17. Kosher Foods says:

    para bellum clips I see

  18. AfTerLyF says:

    I sometimes play on eu servers
    I get called ping abuser.. for killing them.. i try to explain them.. but they wont understand.. stupid

  19. Ariel Boysen says:

    Rogue-9 is the best for a neutral, all facts, look into the issues of this game.

    So happy your beard got a sponsor. You deserve sponsors for you godly videos!

  20. Toykio says:

    Those scenarios all i clude two people peeking at the same time or moving. What about a high ping player peeking a stationary low ping player. Just as cross pointed out, the client doesn't need to update the position of the low ping player and the high ping peeker get's a small advantage. They see P2 then shoot. P2 will have latency on the movement of P1 and would need to have a inhumane reaction time to fire.
    Best example is if P1 enters through a window that P2 holds.

  21. MajorDirt says:

    Play against full stack of arabs with M&K on console with 150 ping see how good it is lol

  22. Bandit says:

    As a "ping abuser" I can tell u we were nerfed long ago (when jackal came to the game?)
    My shots registered way less than before and they still don't
    90% of times when I die I see myself shooting the other guy in the head in killcam but servers don't give an f

  23. vegnar says:

    Well it's not my problem that Ubisoft refuses to give us African players a server

  24. Ali Rahimi says:

    tell this to dear mr pengu because when ever u have a chance to kill him he blames the ping abuse 😀

  25. Martian Buddy says:

    I got a new pc, use to get 20-30 frames now I get 300. I’m able to hit heads more consistently, hope to hear about frames, dr. rouge-9.

  26. Christopher Jones says:

    Get_Flanked is going to be so mad.

  27. Papa Chook says:

    Ping abuse is more they teleport on your screen then they get you as you cant track them

  28. Vaporeon Gaming says:

    Video aside, I want to give a big fuck you to all the "Omars" and "Mohammeds" and "Ali's" that appear in the EU Servers. Stay in your servers you keyboard using fucks. (PS4 btw)

  29. Ran Yakumo says:

    thank got this thing got clairfied
    i even got tk because of some one thinks 200+ ping is a HUGE advantage and im getting kills because of it
    high ping means you can never hold angle on any situation
    and for seige angle holding is a major part of the gameplay
    holding angle with high ping and die from it
    the replay always be like:
    dude peeks out,sees me slowly aim towards my head,realize this is not a dead person
    "do i need to shoot this?""yes?"
    click
    and on my end i didnt see shit poking out

    (i do play other server perposly because my local server is a hacker fes)

  30. 704T3X says:

    Lol why would anyone think that higher ping has the advantage? Lol again
    Looollll

  31. Dodoman365 says:

    Great vid. But one thing. How can you explain the countless videos whereby a player with low ping peaks a player with high ping, shoots the high pinger with multiple bullets, but the bullets don't register on the high ping side and the low ping player dies despite seeing no movement or action from the high ping player.

  32. Swifty / Grizzlybear says:

    Anyone above 80+ ping should be permanently kicked from the game and not able to rejoin that's what battlefield 4 does.

  33. Nuno Silva says:

    It's just a fact. The "ping abusers" are all the players from Africa that have no servers.

  34. John McT says:

    I don't know why people simply can't understand this shit high ping isn't a fucking advantage unless your adversary is a complet noob and he doesn't manage to react cuz even if u peak and he will shoot and you go back behind the wall it will register that you are still there and you will die behind cover … Happen to me in all games for fuck sake … At night when my ping goes down to 40 i rape other players and people here are complaining about high ping bitch if you think it's an advantage make your ping higher it's easy switch servers or download something … But you won't do it you know why cuz you suck and you will suck even more when u use high ping so shut the fuck up noobs

  35. Night breaker777 says:

    I don't really feel bad for high ping players. Go back to playing on your own fucking server

  36. Rain says:

    So… People with 9 ping have an advantage over you at all times?

  37. Cristalboy says:

    You got something wrong tho. During i think red crow they changed the ping we see to only show the latency. Even though they call it ping.

  38. Stale Buns says:

    Finally someone understands, only us people who are forced to play with high pings understand this, whenever we do good we get called out for ping abusing, fookin sucks mate.

    The seas server on console is absolute garbage, my data center tells me I should get a ping of 62 yet 8/10 matches I get 180 and therefore I'm forced to play on weu with 120.

  39. Stale Buns says:

    Ubi seriously needs to put up 3 more servers for us:

    Middle East (Very high playerbase)
    Central South America (somewhere in Chile maybe)
    Central Africa

  40. Kyle McWilliams says:

    Completely negates all the in game errors made while the server is trying to pin you down when your ping snowballs and varies heavily. Actual lag, not just having 100 ping. I mean, players fire super-bullets where two and even 3 shots are lapped over each other at the same time. But yeah… no ping advantage.

  41. big boy_ice says:

    ping abuse is something that salty players created so they can have an excues

    we need middle east servers and african servers for the brooudas

  42. DRiL Games says:

    Damn it, now I can't blame "This Game" anymore when I die…

  43. Batman The dark knight says:

    I have pretty bad ping on pc but funny enough I have very low ping on console

  44. JuSt GaMiNg says:

    A high ping is never give you an advantage (: a shitty 9 ping always kills me becuase i have +100 and he is proud of it

  45. the lord says:

    My ping is measured in minutes

  46. Martin Ligabue says:

    I love ash moving

  47. Lobos222 says:

    Not all types of lag compensation reject hits even if the player is dead. Therefor an attacker with high ping has a higher chance of scoring a kill even if they die to a better player.

  48. ruscoisagoodboy says:

    I'm still going to blame them even if it was completely my fault

  49. M Tauf says:

    Thanks! It's annoying getting matched with Japanese players when playing late. I hope ubi fixes it so west coast doesn't have to match with them…

  50. Bryce Wilson says:

    Perhaps what we see when we cry "peeker's advantage" is a change in ping? All these tests, as well as Ubi's chart, assume consistent ping. If the peeker's ping drops between when they start the peek and when they shoot, the server will register the two events at a significantly shorter time interval than they actually happened.

    Similarly, if the ping of the victim dips as the server sends the peeker's actions, the action will be shortened. This doesn't mean the victim can be shot before the peeker peeks on the victim's client, but it could be perceived as inhuman reaction times…

    Unless it's possible for one packet to be received before another. I'm sure the server only processes one "action" per client per tick, but if it takes the first action it receives, then theoretically, the peek could get stuck in traffic while the shot takes the expressway. In that weird scenario where the latency of a peek is 300ms but the latency of the shot plus the peeker's reaction time is, for some reason, 200ms, then the server receives the shot first, sends the shot to the victim, who saw nothing, and then receives the peek and sends that to the already dead victim. I don't know enough about how the killcam works to say whether this is in line with everything else, but the flowchart checks out.

    This would only happen for peekers with high ping because you can only temporarily dip when you have high ping. In this scenario, we're talking people with well over 400 ping and some very lucky timing.

    And all this also assumed that the packets sent from the client aren't somehow timestamped to make sure they're in the right order.

  51. pepega says:

    That voice 👌 i would enjoy if u read a book to me in that voice

  52. Malumy says:

    What if I use high ping for movement but when I shoot I use low ping then the reaction time on the server is my actual reaction time minus the reduction in ping I suddenly have

  53. JD Desmore says:

    People moaning about 80 Ping. In South Africa we get 200 Ping. Still gets called Ping abusers by brats that needs something to blame their lack of skill on. Please spam this video to Varsity gaming as well so he can see.

  54. A1pha Ch3rnovak says:

    I don't care if it takes 15 minutes to match makes, for the love of Tom Clancy, do NOT pair people in teams and whole matches with a ping difference next to 50 among teams or overall players, it absolutely kills teamplay

  55. A1pha Ch3rnovak says:

    This game should be client side until the ping is above 100-120 then server side

  56. A1pha Ch3rnovak says:

    Last time i checked High ping players have Literally everything against them, except those small and rare times where it helps them, Hell, seriously we go through fire and brimstone all the time and now we are called abusers for having an overall disadvantage? This isn't victim blaming, this is blaming staircase accidents on wheelchair people

  57. A1pha Ch3rnovak says:

    Serious topic aside. Man, you're Handsome

  58. Admin says:

    Lol? I've never considered ping as a factor. Normally just how you instruct the server you are turning a corner vs when your opponent gets that information is the issue.

    Assume everyone has the same ping. I initiate 'around the corner' but draw back even before my opponent can get that info. Thus I'm getting frames and enough details about around the corner before I engage in said firefight.

    Or when you have a high rpm and shooting while moving to cover, I feel it is often the shots that look like they went into the door frame that actually count as the final kill shot. Mind you these are also the solid door frames that should be bullet proof.

  59. A1pha Ch3rnovak says:

    Reminds me once how i overcame the ping disadvantage with skill, i was playing in my bad laptop, barely running the game over 30fps, and i was holding an window, proned with doc mp5 acod, then a Sledge peeked and he peeked exactly in front of me, he had better ping than me so he shot first, as soon as i saw him without seeing his model move or anything i already took damage to my legs, but i immediately headshot him. He died and i only took 30 damage, he had almost all the advantages, better gun, also acog, scoped, better ping, shot first, and i… had skill, unless he corrected his aim it would have taken longer to kill me than it was the ping to tell me he was right in front of me and set phasers to Drone Cam support.

  60. A1pha Ch3rnovak says:

    This didn't feel like a 10 minute video at all, Nice.

  61. Advythe says:

    Fucking tired of losing against 9 ping fucks in Singapore/Malaysia, because there's no Indian server, so our ping is always 100+.

  62. Nelson Cheng says:

    Another scenario is when the high pinger quick peeks and peek back. That way, the high pinger still gets the advantage of being able to see them first while not providing the victims the time they need to shoot back before the ping abuser’s delayed shot registration.

  63. Not Real says:

    the only advantage to lagging is when you peek sometimes it rejects the peek and puts you back behind cover but you still see past the wall and can make a callout to your non laggy friends

  64. Shawn Cong says:

    But have you considered the impact of local prediction? So if a high ping player peeks only for the info basically he will catch the info with no latency (cuz it's local).

  65. Mark Someone says:

    High Ping sound like a Vietnam generals name in the Vietnam war

  66. Markus Mäkinen says:

    When you're holding an angle (i.e. your ghost and client are in the same spot) a peeker with a high ping certainly has an advantage. You don't necessarily even get to see them on your screen before you're dead. Obviously they're then shooting at your ghost, not where you're "really" at.

    Also, don't the shots register at specific time stamps? For instance, if a player with one second ping shoots at point 0.1 where player two is at; info is sent to the server that this shot from place x with trajectory y was fired at 0.1. The server gets this info at point 0.6.

    Then, a player with 9ms ping shoots at the high ping player at point 0.3, the server gets this info at 0.345. Because the server gets the info so much sooner the high ping player should die, right? But when the server gets the info at 0.6 which indicates that player one actually shot earlier than player two according to the time stamps, shouldn't the players trade at minimum? Let alone the fact that player two should be dead before even pulling the trigger. This scenario assumes that the ghosts and clients would be in the same spot.

    When moving a low ping is better. But just due to the desync between ghosts and clients high ping is advantageous when peeking at a player whose ghost and client are in the same spot.

  67. yooem 26 says:

    I live in america but my internet sucks so ping is usually a solid 100+

  68. Smaug 123 says:

    My friends internet is literal sh*t, he never goes below 100 ping and occationally gets spikes where he usually has around 3 000 ping.

    If that happens he usually gets stuck and can't move, once he had over 8 000 and sometimes he gets removed from the match, even in ranked wich makes it hard to play with him. D:

  69. Paul Heyman says:

    I got someone injured but the ping got so high i couldn't finish him so someone killed me and revived him 🙁

  70. Avery Smith says:

    Starts at 3:56. Rest is known already. Nice reaching 10 minutes…

  71. Dark Assasin says:

    Then explain to me how even though i have 3000 ping, i lose the gunfight
    Or the fact that all of a sudden i have 9 ping then after a couple of seconds later i have 1000 ping?

  72. Dark Assasin says:

    Also the fact that unlike real life when you shoot a gun that bullet goes and kill the enemy, like theres multiple time i shoot at an enemy in the head while getting headshotted from another angle and only I die and NOT the guy that i shoot so like even tho i killed someone ubisoft says 'yea, im not gonna register the fact that you headshotted LARDEX and say that Jagèr killed you first and not you killing Rook first and then you die' if its real life, then even tho i died first i still pulled the trigger and killed him. FIX THIS UBISOFT

  73. Mad Lad 8968 says:

    I live in South Afica and have no servers so 200 ping is about the best ping I can get. And Ubisoft promised South African servers at 2018 invetational and still I am on 200 ping, thanks alot Ubi.

  74. THE ANGRY BULLET says:

    For the love of God share this video to every 10year old console peasant on xbox and ps4!!!! I play with 180ms ping and its not a pleasant experience. For all you salty noobs crying "ping abuse" in my messages when I drop 9+ kills….Imagine if I had 9ms ping..kiss my ass.

  75. Jaushua Castillo says:

    I don’t understand the whole ping abuse thing , whenever I get high ping all I do is lag and get removed from the match by the server

  76. BrittleSteel says:

    Great video, as always…. Sorry about the repeating guns in the new season. I am really disappointed, mainly because in this case there is no more number crunching in Rogue -9 style.

    Peekers-advantage is a given in online play, it is just the sad truth in Siege a split second can be the difference between life and death, and we not even getting a re-spawn.

    Just a few side note: Movement is more interesting in this case. That is way holding an angle is weaker, than peeking. (that is why everyone using pixel holds) Not to mention the situation if the 2 opponent are not aiming at each other at the beginning of the gunfight. The real problem is the kill-cam de-sync and something changed on the servers around operation Para Bellum. If anyone still remember, this problem was almost fixed after Operation Health. The shots felt so crispy back then. It was great until Para Bellum. Now i feel like the servers are more and more overwhelmed in every season (or something like that, not an expert on networking, i just feel it in game). Something off, i wonder did they change anything on the server side, or in the server hardware…

  77. WaterNinja101 says:

    I feel as though packet loss needs to be addressed in this situation, as the server not receiving packets every tick would certainly explain the stuttering and then being able to peek without their model moving server side.

  78. Chris Bammer says:

    Billy mays here to tell you about another great product, lol

  79. Nicholas LaRosa says:

    If I have a high ping in a particular match, I try to not peak if I don't have to. I try to get myself into scenarios where I'm in control. Like ambushes.

  80. Volvic Natürliches Mineralwasser says:

    I don't have problems with bullets not connecting in time. I feel like my enemy has a much longer time of seeing me than I see him. Please explain that

  81. S.V. Design - Review & Technology says:

    Is there any advantages if I use a fast fire rate gun?
    When I play in Japanese server (250ms ping), I can win fight directly using twitch with FAMAS, or mira with Vektor.

  82. Happy Bleach says:

    So you're saying that someone could use a computer farm to do a light DDoS against the enemy to drop their ping artificially and gain an unholy advantage?

  83. Gofi says:

    It’s not my fault to have nat type 3

  84. Armanell0 says:

    I'm leaving thumb up for Simon Viklund outro and breakdown. Finally I can throw the link to frustrated players who think there is a ping abuse.

  85. GraniteGin says:

    I feel for the people who don't have access to their own servers but to the Europeans (especially German, French, English etc) who connect to the US servers. Y'all just use it to smurf and throw ranked matches. I'm honestly tired of it.

  86. Mighty Limpit says:

    Somebody with high ping and abuses it is cheating if you can't help it like crappy internet then no

  87. The Boy says:

    I’m just wondering if ping abuse is not a thing then why can golds in na get diamond in apac they can’t be that much worse can they?

  88. Rokers66 says:

    I still believe that High ping gives problems that you didn't cover, like someone punching monty through his shield but on the killcam they ran around him.

    I had this happen to me yesterday in a ranked game, wasn't fun.

  89. PraetoriaN says:

    Well, I have 2 questions then.
    1) Why was there a (long) period (a long time ago, but still) where we could see people with 900ish "cheated" ping? And why did Ubisoft invent a high ping autokick system? I mean, I'm not saying that you misinform us, but on the other hand "everyone but you" (including Ubisoft) has the wrong idea about this, so they did useless things?
    2) "Matter of perspective", well, care to make a video about cases where I see an empty window shooting me, then looking at the killcam I see someone taking it's time to aim at me, and shoot, sometimes even multiple times? Take note that I'm a good ping player, don't remember the time when it went above 40, but it sometimes it goes as low as 9.

  90. Eric Mussett says:

    so I've noticed in games. Especially siege. that the time it takes for them to appear and shoot is much shorter than when I appear for them and they shoot. It's like this in almost every kill against except for the wall bangs. I have a good ping of around 16 when the games going, so whats going on here? I don't fully understand the videos explanation fully.

  91. Tristan Pouw says:

    Laughs in 9 ping

  92. Deathcage says:

    Important to note that the timings on the ubi chart get clamped to the server tickrates as well. If you're unlucky and just miss a tick you could have that window of opportunity flipped on your head by 50ms +/- if you're counting the worst case scenario (for yourself/the victim). Now add that timing to what you mentioned briefly with local fps for output traffic and you can lose more, that would explain why people die before the peaker rounds the corner, with of course no direct fault to either players ping time.

    Just like people want max fps to cram through the pipeline to the screen, cramming higher server tickrates also improves the problem but it's so many variables.

  93. Rythim says:

    When I play r6 and I get into cover with 100+ ping, I always get shot then die by the ghost effect 🙁

  94. milknugget says:

    Y'all be talking about having a 100+ ping in Africa or Russia or something

    I'm literally NA and have one stfu

  95. sh9jscg says:

    I get called a ping abuser but I just live literally in Central America, it’s a HUGE disadvantage on a millisecond reactions based game, managed to smart my way through Gold 1 with 200 permanent…I still don’t understand how that’d be an advantage

  96. DrPotato Cat says:

    I'm stuck having 240 steady ping because all my friends that play Siege are in NA, I don't have friends in South East Asia :')

  97. Wheelman714c says:

    SO, quit complaining and come to the realization that you simply made a mistake in a gunfight when you die. Its a game people, just play another match, raging, complaining and EXCUSES get you no where. PSA served

  98. Contact Wombat says:

    Am I a ping abuser, nope just Australian

  99. Baddy Kay says:

    I mean 300ping is my average so i guess i cant fall victim

  100. Shadow Genesis says:

    If there's something that can bring out the violence in gamers, it's not violent games but high ping.

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