Bouh Revetoile wrote:Teth Razor wrote:And no! Remote sebo'd ships will not catch intys due to module delay. To catch a inty, even with a insta lock, you need 1 sec for the server tick to apply the warp disrupter. 99% of intys will be long gone by time the server applies the disrupter.
If you don't understand what I am talking about I suggest you go pvp for a while before trying to sound smart again!
You have never gone into an instalock gatecamp haven't you ?
this doesn't work anymore for the reason he explained: the server tick.
i do have, among other ships, a stiletto with 3k+ scan res, and back to a year and half ago, i was able to catch intys and pods on gates(low and high) around 50% of the time.
then an update hit, and this doesn't work anymore, a slight delay have been introduced somewhere, with the result being i'm able to lock but the point never apply.
and NO, this is nothing to do with wcs:
1- happen on pods / shuttles
2- happen with hictor + infini point
there is, 100% of the time, a 1 sec delay between the end of the lock and the module activation, so if the tgt warp during this time, you succesfully lock but that's all, even if you preactivated the point.
sometime, it even more weird, point is activated on your screen but not on server or tgt, so he warp, but event is registered and you still take the various consequences of the point, like gate guns / timers etc...
all this just because of the 1Hz server tick, wich is clearly not fast enought when it comes to interceptions of fast ships
it's being reported but as usual, ccp ignore this broken mechanic, now we will have fun, because with the reduced landing time on fast ships like inty, you will see inty / hictors just pop out of nowhere on grid with you, being already bubbled / pointed, du to the very same problem with server tick.
i tested it, was on grid with point on a BS while on the BS screen, i was not even on grid yet and just magically appeared a split second later, with point already established.
another fun behaviour due to this is that if you try decloacking someone, with a ship doing 4k+ m/s or more (like a dram or inty), you will sometime pass throught it without decloacking, because at "t" you are at 2k+ from him, and at "t+1" you are at 2k+ on the opposite side (t being server tick), so server side, you never entered the 2k radius required to decloack him, even if technically, you went throught (same goes for bumping indeed).
test yourself, take a fast ship (4k+ m/s), and just repeatedly go right in a station (full speed indeed).
sometimes, you will be able to enter very deep before being bumped back: that is because the server tick were too slow to register the "impact" of you vs station, and did it next tick, allowing you to go farther inside the collision model
another test can be done too:
take 2 ships and repetedly lock it (be sure nothing change on him like sig radius, and on you like scan res)
now lock / unlock 20-50 times and record the time required for each attempt:
there will be +-2 sec variations, because of the server ticks sometimes being right on time, sometimes not.
needless to say the impact is huge when it comes to catch things that can warp in 1.5-2 sec....
these are just a few, there is probably a lot of other cases where it can be noticed, these are just the one i've found myself and being able to reproduce easily, and have reproduced by others.
also i do have a very good connection, with 16-20 ms ping, so not my connection to blame