When I use and autoclicker to click every 0.13 seconds (reduces rof a bit) packet loss is a lot less. But I can't play with an autoclicker all the time of course, I think you could even think of it as a cheat.
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CS2D General Packetloss?!Packetloss?!
23 repliesWhen I use and autoclicker to click every 0.13 seconds (reduces rof a bit) packet loss is a lot less. But I can't play with an autoclicker all the time of course, I think you could even think of it as a cheat.
I can't reproduce it with my connection though. I did the same thing on some random servers and I had 0% loss. the ammo amount in the dropped weapon was correct.
so this doesn't look like a problem which occurs to every player on every server.
nevertheless: I'll check this out as I already said.
(just to explain why things like this can happen: movements and shots are sent in an unreliable way because these messages are sent with such a high frequency. sending them in a reliable way could easily jam the connection and would lead to lags as soon as packetloss occurs. it's a common and approved method which is used in nearly every multiplayer shooter. only important messages like kills, dropping, chat are sent in a reliable way - this means that they will be auto re-sent until the receiver confirms the arrival)
- buy an ak/m4 (it should then have 30 bullets in the magazin and 90 to reload, so overall 120)
- then shoot them all somewhere (you have to wait for the reloads...)
- get killed ('kill' in console does the job), DO NOT DROP the weapon, you have to get killed
- check bullets left.
this really seems to be a problem.
i'm currently pinging a server with 25% packetloss (30/120) and one with ~6% packetloss (7/120). i'll post the result in an hour or so, that should give us enough packets for the statistics.
btw. i'm using a linux (ubuntu lucid) machine, so i see the same effect.
Watch the following video please:
http://www.youtube.com/watch?v=e586ZJaOLaY
Please ask any questions you might have that are not answered in the description.