[360, PS3] Call of Duty: Modern Warfare 2

Patch 1.04 for PS3 is out. Not sure what it fixes.

And now I have to say this: The MP networking code in this game absolutely blows. There are 300,0000 people online but it still took me 3 tries to start a TDM, then half of my team left and we were pwn3d so badly it wasn't funny.

With so few maps I no longer find myself enjoying the game that much. In fact many times it's just annoying and frustrating when you see the kill cam. Might be my playing style still but I'm having way less fun playing this than I did playing KZ2. If it wasn't for the constant rewards you get I'm sure I'd given up already.

I can't help but feel disappointed by MW2.
 
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I can't say that I've had many noticeable netcode issues in MP. I'm in the US, with an average cable connection (~800k up). I'm on a 360, so perhaps it's a PS3 code issue?
 
KZ2 netcode is just as bad. Both have P2P netcode which sucks ass. KZ2 doesn't have a killcam so normal people cannot see it and they are to bad to notice it.

Play as sniper, Cloak, and shot somebody.You will notice that your camo goes away instantly when you hit somebody on your screen, and just time how long it takes before you get the killsound.

Atleast for me, and everybody i know that have tested this, finds just as much lag in KZ2 as all other games with p2p netcode, even more if you play 32 player ;)

Might be my playing style still but I'm having way less fun playing this than I did playing KZ2.

As far as playing style goes, KZ2 is very very slow paced. Because of it this it makes little difference if you dont move around or not. (Crouching and shooting is not that bad of an idea in KZ2) CoD is much faster, and anybody who stops ups to aim in CQC, or stops moving period, will be instantly delt with by any decent player.
 
Play as sniper, Cloak, and shot somebody.You will notice that your camo goes away instantly when you hit somebody on your screen, and just time how long it takes before you get the killsound.

Completely agreed. But because the game's pace is slower it makes less of a difference. IW made an effort to make a 60FPS very fast paced game and then they blew it with P2P netcode for MP.

As far as playing style goes, KZ2 is very very slow paced. Because of it this it makes little difference if you dont move around or not. (Crouching and shooting is not that bad of an idea in KZ2) CoD is much faster, and anybody who stops ups to aim in CQC, or stops moving period, will be instantly delt with by any decent player.

Indeed, and it suits my playing style better. My KDR is pretty low and so far one on one encounters seem to be mostly random and based on network latency. I mean, I'm not the best shot but even I can aim at a guy that's 10 meters away from me.

My favorite bug is when I was killed a couple of days ago and saw the guy's heartbeat sensor showing my position, while I was using the Ninja option. I think it's fixed in the new patch but haven't tried yet.
 
My favorite bug is when I was killed a couple of days ago and saw the guy's heartbeat sensor showing my position, while I was using the Ninja option. I think it's fixed in the new patch but haven't tried yet.
I noticed something similar on the 360 version. I use the Cold Blooded perk, but I noticed in the Kill Cam that I showed up as a bright silhouette in the sniper's thermal scope, which I believe isn't supposed to happen. It seems the game has some issues.
 
I noticed something similar on the 360 version. I use the Cold Blooded perk, but I noticed in the Kill Cam that I showed up as a bright silhouette in the sniper's thermal scope, which I believe isn't supposed to happen. It seems the game has some issues.

Yeah. The cold blooded perk does not work! You get spotted by sentries, aircraft etc which going by the description of the perk is not supposed to happend

Dunno why this hasn't been discovered during beta testing.

Hopefully they will patch in some fixes
 
Net code is worse than Killzone but gameplay is better.

We definately need a b3d match up to settle things down. Let's see how good ostepop is. ;)
 
KZ2 netcode is just as bad. Both have P2P netcode which sucks ass. KZ2 doesn't have a killcam so normal people cannot see it and they are to bad to notice it.

This is simply not true. At over 220 hours of online match experience, I think I'm in a good position to say that KZ2 has far less problems. Some minor lag is there but on the average, it's a whole lot better even when playing against people from another continent. The slower paced gameplay and 30fps might help it here, but the online experience on a whole has a lot less flaws. Also, when the host leaves, it doesn't cause any problems either, not to mention no connection timeouts etc.

And it's not as if MW2 hasn't got any lag at all - I've played amongst friends with a very good connection speed a few times and you can tell that the game seems to be out of sync slightly, even if just by a few 10 to 100ms (which of course is inevitable). It's very noticable when walking around a corner, firing at someone who clearly isn't firing back and then die an instant later. Watching his killcam reveals the exact same, just from his point of view (me not firing at him and him seeing me first). In reality, we would have seen each other at the same time, but because the game requires so few hits to score a hit, you're dead quicker than you see him fire. This isn't a big issue to me though, as it's clear that you can't hide everything over a P2P connection. It's something I have encountered far too many times though which speaks more for the fast gameplay of MW2.

As for issues with the game:
I had a quick play with rendezvous last night and I had to give up after about 5 failed attempts (1 successfull, but laggy game in between). The first 2 tries, we ended up in different games (party got split up again), host connection failed etc. Then one game inbetween that seemed to work, then the last one got us seperated again, despite him showing up in the party list waiting for the game to start. Most games were laggy, despite relative good connection speeds making it a very frustrating experience. Suffice to say, I've played with more than a few B3d and GAF members in KZ2 from anywhere within the EU or even parts of the US with no problems.

Later that evening, I played with my usual local mate and had the most flawless evening yet so far. Played about 8 games with great connection speed, little to no lag at all and the party never got broken up. This is how it should be.

NRP said:
I noticed something similar on the 360 version. I use the Cold Blooded perk, but I noticed in the Kill Cam that I showed up as a bright silhouette in the sniper's thermal scope, which I believe isn't supposed to happen. It seems the game has some issues.

It works for me, although I do have the cold blooded Pro activated. I can practically run around under armed helicopters or harriers without gaining any attention at all. Snipers with thermal scope don't see me light up like a christmas tree either. Maybe it's an issue with the Xb360 version while it works on PS3? Haven't tried the ninja perk since I don't care for enemies using the heartbeat sensor...

As for more issues with the game that really annoy me:

- Why can some people shoot through walls? I get that there's a perk that enables you to do it, but come on - shooting through a half a meter brick wall?? :rolleyes: There should be limits to how far your bullets can travel through walls or how much damage it can do through them. This game does strive to be a more realistic game, so it should at least be consistent.
 
We definately need a b3d match up to settle things down. Let's see how good ostepop is. ;)

I agree. We should use the PS3 chat room to coordinate things, as most don't have all B3d members on the friends list.
 
This is simply not true. At over 220 hours of online match experience, I think I'm in a good position to say that KZ2 has far less problems.

Lets agree to disagree. Frankly KZ2 does a good job at hiding lag, but nobody that i know that has actually tried to test lag in KZ2 finds less problems. Just as much lag as in most P2P games.

(BTW, have you tried measuring sniper uncloacking vs kills? Not in small rooms ofc, as there is little to no lag in any game with say <8 players if people have decent connection)
And it's not as if MW2 hasn't got any lag at all
of course not, did somebody suggest there was no lag?

It's very noticable when walking around a corner, firing at someone who clearly isn't firing back and then die an instant later
Same thing happends in KZ2, but you dont have a killcam to see. KZ2 usually rewards double kill (both players die) in such situations thought (which is equally stupid)

It works for me, although I do have the cold blooded Pro activated. I can practically run around under armed helicopters or harriers without gaining any attention at all. Snipers with thermal scope don't see me light up like a christmas tree either. Maybe it's an issue with the Xb360 version while it works on PS3? Haven't tried the ninja perk since I don't care for enemies using the heartbeat sensor...

PS3 issue aswell. Atleast the cold blooded perk (not pro) doesn't work at all..


- Why can some people shoot through walls? I get that there's a perk that enables you to do it, but come on - shooting through a half a meter brick wall?? :rolleyes: There should be limits to how far your bullets can travel through walls or how much damage it can do through them. This game does strive to be a more realistic game, so it should at least be consistent.

Damage decreases when shooting through walls. Didn't know you could shoot through brick walls thought.
 
Lets agree to disagree. Frankly KZ2 does a good job at hiding lag, but nobody that i know that has actually tried to test lag in KZ2 finds less problems. Just as much lag as in most P2P games.

(BTW, have you tried measuring sniper uncloacking vs kills? Not in small rooms ofc, as there is little to no lag in any game with say <8 players if people have decent connection)

Yeah, I have. I had a phase when I used to sniper more often, even across larger levels at 16 to 24 players (sometimes even 32 player matches). I have to be honest that I didn't quite realize the losing cloak and getting the killer later to the extent that you have. Be aware that you lose cloak as soon as you hit any "moveable object", i.e. if you hit one of your own team mates (regardless if friendly fire is on or off), or if you hit enemy or friendly turret/airbot - you lose your cloak. Also, enemy assault class survives a hit with a sniper rifle, except headshot of course.

This isn't to say the lag in KZ2 isn't noticable though. I actually agree, it's there and can be tested in even small private games with a direct shot to the head (headshot kill = instant kill) and that will make the lag quite evident, even if it's just in the 3 digit ms range. The slower paced gameplay with the more hits players require to gain kills do hide the issues rather well though, as the skill isn't just in getting the first hits, but also evading each others shots by striving, flanking and getting the more accurate hits to the upper part of the body. With the standard rifle, it still takes about 5 to 7 hits (AFAIK) to get a kill.

The issues I'm refering to in MW2 aren't necessarely lag related, but go further: It's the sum of all problems combined that make me feel let down at the moment and be frustrated with what we're getting.

First of all, lag is more of a problem because the gameplay is quick and furious and it's possible to down someone in less than a second, which is why I sometimes get annoyed when being killed by someone that from my POV isn't even shooting at me yet (yet he is, just that information hasn't reached me yet and by the time it does, I'm already watching his kill cam).

The other problem is that I am having far more lag problems on the whole with the game. If I am playing with only a few guys with bad connection speeds, the game quickly becomes unplayable due to the game trying to sync my screen (or the others). In other words, I'll be suddenly walking backwards and everything jerks up. This probably happens when I am at a different position to the hosts "game plan" and I am being pushed back to where he thinks I should be standing.

Once this happens, it's usually time to leave the game as it becomes unplayable and results in a lot of deaths stuffing up my KDR. Yet, for some reason, I usually try to stay and complete the battle, even if it's hugely frustrating and difficult. I tend to run a lot by the way, which only makes matters worse when the connection isn't at its best. Again, I wouldn't be complaining if this would be a rare problem - in my experience though, when playing normal team-deathmatch mode, it happens far too frequently to the point I'm wondering how good the netcode really is. I'm not kidding when I'm saying that besides yesterday evening between 9 and 11 pm, around 50% of the team deathmatch matches I have played are bad.

Then, there is the partying issue, which usually results in a lot of lost connections, timeouts, host not responding etc. I get the challenge IW is facing when matching up parties with different connection speeds, but at least, try to keep the parties together. If the entire party drops out of the match, fair enough, but at least we're still together and don't have to re-invite each other to give it another go. And for the record, we have played private matches as a team with out any issues at all, so the problem can't be with one of us having a bad connection. And given there were half the users online last night than what say on the weekend, I'm not convinced the servers are too maxed out either.

I'm not keen on comparing MW MP with other games online, but it's hard not to, given how (give or take) flawless most other games are in comparison. When around half of the games I participate in have players that have bad connection speeds, I wonder if it's just bad luck or if the netcode perhaps is a bit more heavy than in other games (since I didn't find the same issues in those other games to that extend). I would be a lot happier if the party system would at least work flawless in keeping us together. It wouldn't solve the lag and sync issues in some games though, but it would be a huge issue less. Considering the game does emphasize on match making accoarding to connection speed, I just feel it's doing a rather poor job at the moment (or the issues lie elsewhere).

And it annoys me when I consider that this is practically their third game with the same engine and give or take, identical online component. It's not as if they're doing something new in MW2 that they haven't already done in MW1 or CoD5. While I didn't play much of MW1, I did have less problems in CoD5 - or to be fair, different problems. One would think that since MW1, they should be able to create a more or less flawless online experience...

To say it again though - for the most part, mercenary team-deatchmatch has been a lot more flawless, as well as FFA matches. Seems to me the game does a lot better job at getting the right players together when it doesn't have to account for any groups.
 
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Yeah, I have. I had a phase when I used to sniper more often, even across larger levels at 16 to 24 players (sometimes even 32 player matches). I have to be honest that I didn't quite realize the losing cloak and getting the killer later to the extent that you have. Be aware that you lose cloak as soon as you hit any "moveable object", i.e. if you hit one of your own team mates (regardless if friendly fire is on or off), or if you hit enemy or friendly turret/airbot - you lose your cloak. Also, enemy assault class survives a hit with a sniper rifle, except headshot of course.


People say this crap every time i raise this isse. You know that hitting other things will loose cloak? Of course i know! You know that im not blind right? I can see how the classes look and i can see where my crosshair points when i fire.

I can see my cloak loosing, and i can see a significant delay until the guy dies or i see the kill message. Im not stupid. Obviously, if the guy doesn't die, i have either hit something else, or my cloak is still on (and i missed)

The slower paced gameplay with the more hits players require to gain kills do hide the issues rather well though, as the skill isn't just in getting the first hits, but also evading each others shots by striving, flanking and getting the more accurate hits to the upper part of the body. With the standard rifle, it still takes about 5 to 7 hits (AFAIK) to get a kill.

Hiding the issue just makes it more pleasant for people that suck, because they can get kills that they otherwise would not get.

You cannot evade the shots when there is lag, because you do not know where he is aiming.

There is absolutely no difference in skill between the two games. In a lag free game aim is still 100% determined of outcome. If i aim faster at you and fire of enough shots to kill you before you can, you die. You dont evade anything.

What your saying has nothign to do with skill, but just exploiting the P2P lag. By trying to strafe around or "evade" the shots as you call it, all that you are doing is just trying to move in a position where he is not aiming (because he CANNOT see your movements instantly).

Your just percieving it as less of an issue, because your not dying instantly. In reality its the same. CoD is just more brutal because you have less health and thus you die quicker, so its easier to spot the difference.

aiming at other people in KZ2 is absolutely no problem given the incredibly slow movement speed. (you cannot evade shit, any decent player from fast paced games can pretty much perfectly track anyone in Kz2, aside from people who use booster at very close range, where the sensitivity is just to slow.) The only thing that determines your "evation skill" is lag.

First of all, lag is more of a problem because the gameplay is quick and furious and it's possible to down someone in less than a second, which is why I sometimes get annoyed when being killed by someone that from my POV isn't even shooting at me yet (yet he is, just that information hasn't reached me yet and by the time it does, I'm already watching his kill cam).

Tbh. Stop looking at the killcams.They will allways show discrepancies. Kz2 would be just as annoying if you had killcams. All games that are P2P will have this. Serverside will not.

with serverside lag you can lead your shots given what you see on your screen and account for it. With P2P you have different lag to everybody and the attempts to hide the lag works out to just allowing everybody to get kills when they hit stuff on their screen, regardless of where people are in reality.

I'm not keen on comparing MW MP with other games online, but it's hard not to, given how (give or take) flawless most other games are in comparison.

ROFL. There is no game with P2P netcode that does not have this issue.Your just not noticing it without the killcam. The other games just go out of their way to hide the lag. If you have decent aim, good enough so that you are 100% where you are firing, then determining if there is lag or not becomes extremely trivial.

P2P does have a perpuse tho, it increases the chances of bad players to get kills that they otherwise would never get vs good players.

To say it again though - for the most part, mercenary team-deatchmatch has been a lot more flawless, as well as FFA matches. Seems to me the game does a lot better job at getting the right players together when it doesn't have to account for any groups.

This is obvious, as matching players by connection is super easy if you dont have to account for the fact that people are in parties of different sizes and they all need to have the same number of players on each side and there is a maximum amount of players.

I dont understand why this comes as a suprise. If you are grouped with 3 people, he needs to find other parties and single players that will match up on both sides. If your alone, he can just match you with all other players that are alone and base everything on connection.

Pretty basic math. If you are parties with 3 people, then you have one more restriction on the matchup process, which means less degrees of freedom to solve the equation.
 
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Ostepop,

Maybe some of this would be better suited in your "Sorry for being an asshole" topic, but I'll just go and point out that I find it hugely annoying that you prefer to nitpick at my arguments, rather than responding to the entire post and to the underlying argument - which is the sum of all issues I'm having that's resulting in the disappointment of the MP experience. No one is saying other games are flawless - but other games do present an online experience with fewer flaws or at least flaws that don't result in the constant reinviting of friends because the connection was lost.

Ostepop said:
People say this crap every time i raise this isse. You know that hitting other things will loose cloak? Of course i know! You know that im not blind right? I can see how the classes look and i can see where my crosshair points when i fire.

I can see my cloak loosing, and i can see a significant delay until the guy dies or i see the kill message. Im not ****ing stupid.

Well, I can't be sure, can I, since I don't exactly follow your games. I do know however that my observations differ greatly from yours, obviously. And it's not as if I've only played the game briefly either - in fact, I regard myself as someone well experienced with KZ2. You asked a question, I gave you an answer and a possible explanation. Maybe you should just go and play the game more as you were unlucky and got the bad side of extreme experiences? Regardless what your view is on that, it seems the general concious is that KZ2 MP has been rather good and flawless for most, most of the time, besides the obvious smaller issues you get with a P2P type network.

The reasons I named you losing cloak is because it's something that isn't obvious, especially when firing at targets hiding behind objects such as turrets. Especially over a far distance when despite the 5x scope, you still don't see what exactly you're firing at, especially if the target is cloaked as well. If it's not that, then maybe you have been indeed unlucky to be playing against people with lag. Being well versed with P2P network code, I'm sure you can figure out the reasons why this happens. On the whole though, lag is within tolerable amounts and doesn't hinder gameplay as much as it does in MW2, which is the more relevant point I was making.

For the record, I have had games where my kill would register up to 3 seconds late in KZ2 and at this point, I was killed by my already "dead" target. Lag isn't impossible, in any game. But fortunately, these problems have been rather rare which make me conclude that the netcode is indeed slimmer, amounting to less problems overall. This is a far cry away from having lag or connection problems in just about every 2nd or 3rd game in MW2. And it's not as if I've only been playing local/regional games in KZ2 either - it's been pretty flawless with anyone from the EU so far. Even when playing against or with B3d members all over Europe. I cringe at the thought of opening a party with members spread over the EU in MW2 - it's that bad! Just ask rendevous about our attempts last night and that was with a party consisting of 2 players. Both games apparently are P2P (KZ2/MW2), so why does one work much better than the other? <-- It's a legimate question IMO. If it's not down to netcode, what is it then?

Ostepop said:
Hiding the issue just makes it more pleasant for people that suck, because they can get kills that they otherwise would not get.

Not quite, no. As I said, in MW2, I die more times than I can count because my POV is lagging behind someone elses slightly and am dead before I even see him raising his gun at me. If this game was hosted on a server, the scenario would be that both players would see each other at the same time, thus the kill would belong to the player with the better accuracy. Right now, I'm practically dead before already seeing him, never having even the chance of victory. Anyway, this is just a point out of many - adding to the annoyance of the overall bad MP experience. I could live with this, if it was the only issue.

Ostepop said:
Your just percieving it as less of an issue, because your not dying instantly. In reality its the same. CoD is just more brutal because you have less health and thus you die quicker, so its easier to spot the difference.

That's what I said, wasn't it? What amounts to dead or alive in MW2 is a fraction of your health bar in KZ2, with still lots of time to evade and kill someone with better accuracy. As a result, one gameplay works better than the other, all else being equal.

Ostepop said:
Tbh. Stop looking at the killcams.They will allways show discrepancies. Kz2 would be just as annoying if you had killcams. All games that are P2P will have this. Serverside will not.

This is why most competitive players really hate console FPS gaming, as with serverside lag you can lead your shots given what you see on your screen and account for it. With P2P you have different lag to everybody and the attempts to hide the lag works out to just allowing everybody to get kills when they hit stuff on their screen, regardless of where people are in reality.

I don't always watch killcams - nor do I need to to know what's going on. The classic coming around the corner and being dead before seeing that there's someone there firing at me is something that happens quite often and hasn't got much to do with skill, just with one being more fortunate to be by a few ms in the future. I try to ignore this aspect, as I know that sometimes, I'm the beneficiary and hope that it equals out on the whole picture.

Anyway, as I said, and you can argue against every single point again and again - but on the whole and considering the sum of the entire MP experience, MW2 is a disappointment currently. When there are 20000 users online (in a given mode), I expect that the game can handle putting us in groups that will have a more or less good experience for all of us. Since there are so many issues currently, I either question the games ability to do proper match making or the netcode itself.

IMO - the game would leaps and bounds better, if parties wouldn't break up. At least then, if you're stuck in a game with bad connection speeds, you leave and look for a new one, but don't have to worry about re-inviting a party of 4 friends.

Then, it would be nice if some better match making would be in progress. If need to be, make the intervals between games longer as long as you end up with a group that can play flawless together. Then again, I remember CoD5 having less problems, so maybe the issue is server side and because there are too many people online or that the netcode got heavier. Regardless, as a customer, I should not have to give a damn about why and ifs. It should just work.
 
Didn't I summon both of you into the same KZ2 battle to help me fight ? (and then you ended up on the same team opposite me :no:).
[size=-2]Oh wait, that was Phil and JardeL (keyn ?)[/size]

I remember I summoned Ostepop successfully twice (Once he was drunk but still good to go).

It is futile to debate about FPS mechanics on B3D. Come, come. Let's meet each other on the battlefield. Just stay on the same team as me this time. :p
 
I'll just go and point out that I find it hugely annoying that you prefer to nitpick at my arguments, rather than responding to the entire post and to the underlying argument - which is the sum of all issues I'm having that's resulting in the disappointment of the MP experience.
Nit picking? How should i go about replying to your post then?
You" Im dissapointed with MP experience".
Me: Im not. End.

No one is saying other games are flawless - but other games do present an online experience with fewer flaws or at least flaws that don't result in the constant reinviting of friends because the connection was lost.
[/QUOTE]

Did i say they where flawless?

I experience more flaws in KZ2 than with Mw2. You dont. The flaws i experience is not due to party mechanicsm (which are apparent in MW2), but due to how their netcode is setup.

lets agree to disagree.

The reasons I named you losing cloak is because it's something that isn't obvious,
especially when firing at targets hiding behind objects such as turrets. Especially over a far distance when despite the 5x scope, you still don't see what exactly you're firing at, especially if the target is cloaked as well. If it's not that, then maybe you have been indeed unlucky to be playing against people with lag.

Im comparing loosing cloak to kill message!!!!
Its obvious that i only hit enemy players when checking for lag!

One shot fired. Cloak is lost. When does kill message come? That is the test.

If kill message doesn't come ever, obviously i hit something else, and i cannot use that shot as a comparison of lag.
There is no unknown variables, as me hitting something else. Im comparing each single shot with when i get my kill message. If kill message never comes, obviously ive hit something else....

I dont understand why this is hard to grasp.

IF i shot somebody and loose cloak. Ive hit something. If my kill message comes at a significant delay, there is lag. If no kill message, i hit something else, but then i cannot check for lag...

Being well versed with P2P network code, I'm sure you can figure out the reasons why this happens. On the whole though, lag is within tolerable amounts and doesn't hinder gameplay as much as it does in MW2, which is the more relevant point I was making.
In your opinion it does not hinder gameplay. In my opinion, KZ2 is allmost unplayable, if you like aim to determine outcome.
This is a far cry away from having lag or connection problems in just about every 2nd or 3rd game in MW2.
I do not have these issues in MW2. 95% of my games play just fine with reasonable lag.

Both games apparently are P2P (KZ2/MW2), so why does one work much better than the other? <-- It's a legimate question IMO. If it's not down to netcode, what is it then?

Nothing that i have experienced in KZ2 implies that it works better than MW2. It just hides lag more. and no killcam makes it even harder to spot. I can spot it. I know where i aim, and i know how long it takes for the killmessage to come.

That's what I said, wasn't it? What amounts to dead or alive in MW2 is a fraction of your health bar in KZ2, with still lots of time to evade and kill someone with better accuracy.

In KZ2, you dont have lots of time to evade. You should have no possibility of evading my shots in a lag free KZ2 game, as movement is to slow to outmanuvre aiming.

Your utilizing p2p lag to evade shots.
due to their p2p lag mechanicsm, running in irregular paths may be beneficial. It has nothing to do with evation, but just the fact that the other guy thinks your in another place than you really are.

Id much rather prefer CoD's solution where what i see on screen is what counts for my kills. Granted, everybody sees differently, and sometimes i die without knowing what happend, but i prefer that over the lag hiding features of KZ2.

As a result, one gameplay works better than the other, all else being equal.

Works better for you. KZ2 is incredibly annoying for me, because i like people to die when they should die. I dont like experiencing extreme amounts of double kills (each player dies) because i emptied my clip at someone, then 1 second later i die, and he dies.

If the game was lag free and the other guy moved as he does on my screen, he would be dead allready. My online experiences made me stop playing KZ2 alltogether.

In MW2, i shot people, they drop dead. I have never experienced a situation where i shot somebody and they didn't die instantly.

When there are 20000 users online (in a given mode), I expect that the game can handle putting us in groups that will have a more or less good experience for all of us. Since there are so many issues currently, I either question the games ability to do proper match making or the netcode itself.

And im my experience, KZ2 does no better at matching parties to connection, just hides the lag better, which does not make the lag go away, and for me, who knows X deaths are related to lag, is equally annoying.

IMO - the game would leaps and bounds better, if parties wouldn't break up. At least then, if you're stuck in a game with bad connection speeds, you leave and look for a new one, but don't have to worry about re-inviting a party of 4 friends.
I agree.
 
One short question, does COD6 has the same exploit problems as COD4?

After playing COD4 for weeks I stopped playing it a long time ago because I had the luck of running into cheaters (where is the fun when you are cheating in multiplayer?) way too often.

I read somewhere that COD4 was fixed/patched much later, but now I am not interested in playing only with those pros who are playing through the prestige mode 9 or 10 (IIRC, I stopped at the end of prestige 2).
 
I'm not going to beat up a dead horse but my performance in KZ2 was always consistent while in MW2 it's not. I'm confident a significant part of it has to do with network/peer lag.

I got to level 40 yesterday and started playing a bit of everything. The more tactical modes are a lot more enjoyable than FFA and TDM, so I will keep playing those. And I finally got the M16. IW knows how to keep people hooked :smile:

Tried the hardcore version of TDM but I don't think I'm ready for that yet.

I've started using the UK version of the game and apparently it doesn't load the Belgian version's on disk data, so my campaign progress has vanished. No big deal as I intended to play it again but I'm surprised about it.

And now a couple of questions:

Is the 10 second delay before matches start also present in the xbox and PC versions? On the PS3 it is clearly used to mask loading times.

Why do you need to adjust the screen size, is it because of some TVs doing overscan?
 
Ostepop,

You seem to be a lot more interested in the MW2 vs KZ2 discussion than I am and to be honest, this is neither the thread nor are you the person to argue this with. I suggest you play both games a bit more. ;)

I'm genuinely happy for you if you are having less issues with MW2. Watching you play online though, I'm not surprised because I evidently play a lot more team-deatchmatch games in parties than you seem to be doing - which, in case you missed it, is where I've noticed most issues to be.

When I was criticizing the network code, I was doing this because from my experience with other similar games, the tolerance levels between a good and unplayable game are very low in MW2, resulting in it becoming a more frequent problem.

When I can have a more playable experience in game X with more people from countries A, B and C, then in game Y with fewer people from country Q and R, I do start to question what's going on. My best guess is that thedata that is shared between clients isn't that little (and maybe not at its most efficient). The annoying aspect is that once a client does max out its connection speed, the game becomes unstable forcing any player back to the verified positions of the host. Aiming becomes impossible and you can't move anymore, since any movement you make that doesn't reach the host sets you back to where you were and the whole game jerks up. Fun indeed. I have yet to experience this in other games and I have played many.

Intelligent match-making is most likely a central and fundamental requirement in MW2 which is why it's there and obviously prioritizes connection speeds over parties by skill-level, while other games seem not to rely on it as much.
 
Ah, finished with one exam, and played some.

I noticed that i had a 49 win kill streak going in FFA. I like that it remembers the last match, so you dont have to keep being online to get streaks! Lost it thought, to some grenade launcher guy.

Unlocked the ACR. My favorite gun so far, extreme accuracy (more accurate than the M16), and fully automatic. :)
 
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