LAGSHOOTING
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
is it generated :
Data
signals travel at the speed of light, 186,219 miles per second,or 299,792,458
metes per second. When computers are networkedtogether, as in a game, they all
connect to a common server, the"Zone" server for example. Each
computers data signals, in connecting to this server, must negotiate the
pathways of the internet.This is done through "hops" from server to
server, each individualserver being anintersection where the data packet is
recieved, the"header" read, an then routed through to the next server,
till the
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, structureand 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.
How
do I compensate :
This is the difficult part, each of your opponents in a game will have a unique "lag point", that position to which you must direct your weapons fire to achieve a hit. In addition, the lag point will shift from moment tomoment. So lag point calculation must be a constant part of each shot, but it is neccesary to do so in order to defeat your foe. By firing at their apparent position, your shots will consistently fall short, and the enemy will eventually kill you, suffering little damage in the process. The methods used will differ between individual mechwarriors, but the basics are provided here, use this technique as a starting point, and work from there until you find what works best for you.
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
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.