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Does warpout time round up from x.0 align time?

Author
Shiloh Templeton
Cheyenne HET Co
#1 - 2014-02-28 15:06:05 UTC
EFT shows 5.0 align time as 6 sec warp out. So is there no point in trying to reduce align time unless you can get it below .0 (i.e. 5.9 is just as quick as 5.0)?


Ayeshah Volfield
Republic Military School
Minmatar Republic
#2 - 2014-02-28 15:37:34 UTC  |  Edited by: Ayeshah Volfield
It does round up but you also have to take into consideration reaction time and latency.

EVE is what happens when the rule of law does not apply and Darwinism is allowed to run freely.

Batelle
Federal Navy Academy
#3 - 2014-02-28 16:07:53 UTC
Shiloh Templeton wrote:
EFT shows 5.0 align time as 6 sec warp out. So is there no point in trying to reduce align time unless you can get it below .0 (i.e. 5.9 is just as quick as 5.0)?


I'm not an expert on this mechanic, but calling it a round up with no benefit seems overly simplistic. The server doing calcuations in 1Hz intervals does not mean that the game has such terrible precision as that. The game would be a lot different if turrets only fired in whole second intervals. Rather the server interprets your input on 1 second intervals, so player actions (minus auto-cycling modules) will always start on that interval.

Taking warping off a gate as an example, lets say you have a 3.8s align time. So you start aligning at 0. Then the guy tackling you sees you at second 1, and maybe tries to target you shortly after, so the server gets his lock command and starts his lock at second 2. If he has a 1.7s lock time, he should be able to tackle you before you warp out. If he has a 1.9s lock time, then the server would see that your warp would start before the tackle lands.

If I'm wrong on this, please someone tell me.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Ayeshah Volfield
Republic Military School
Minmatar Republic
#4 - 2014-02-28 16:26:29 UTC
Batelle wrote:
Shiloh Templeton wrote:
EFT shows 5.0 align time as 6 sec warp out. So is there no point in trying to reduce align time unless you can get it below .0 (i.e. 5.9 is just as quick as 5.0)?


I'm not an expert on this mechanic, but calling it a round up with no benefit seems overly simplistic. The server doing calcuations in 1Hz intervals does not mean that the game has such terrible precision as that. The game would be a lot different if turrets only fired in whole second intervals. Rather the server interprets your input on 1 second intervals, so player actions (minus auto-cycling modules) will always start on that interval.

Taking warping off a gate as an example, lets say you have a 3.8s align time. So you start aligning at 0. Then the guy tackling you sees you at second 1, and maybe tries to target you shortly after, so the server gets his lock command and starts his lock at second 2. If he has a 1.7s lock time, he should be able to tackle you before you warp out. If he has a 1.9s lock time, then the server would see that your warp would start before the tackle lands.

If I'm wrong on this, please someone tell me.


You can test this with a web and tackle. If target is already aligned, web then tackle means target warps off the field while tackle then web means it stays on the field so order of imputs is independent of server ticks.

From what I can tell, commands are stacked in the order they are received by the server and simply applied in 1 second ticks.

EVE is what happens when the rule of law does not apply and Darwinism is allowed to run freely.

Gregor Parud
Imperial Academy
#5 - 2014-02-28 16:36:11 UTC  |  Edited by: Gregor Parud
Batelle wrote:
Shiloh Templeton wrote:
EFT shows 5.0 align time as 6 sec warp out. So is there no point in trying to reduce align time unless you can get it below .0 (i.e. 5.9 is just as quick as 5.0)?


I'm not an expert on this mechanic, but calling it a round up with no benefit seems overly simplistic. The server doing calcuations in 1Hz intervals does not mean that the game has such terrible precision as that. The game would be a lot different if turrets only fired in whole second intervals. Rather the server interprets your input on 1 second intervals, so player actions (minus auto-cycling modules) will always start on that interval.

Taking warping off a gate as an example, lets say you have a 3.8s align time. So you start aligning at 0. Then the guy tackling you sees you at second 1, and maybe tries to target you shortly after, so the server gets his lock command and starts his lock at second 2. If he has a 1.7s lock time, he should be able to tackle you before you warp out. If he has a 1.9s lock time, then the server would see that your warp would start before the tackle lands.

If I'm wrong on this, please someone tell me.


A GOOD gate tackler will have his overview completely empty apart from targets so all he has to do is hold control and mash the mouse button on the spot where the first target will appear on the overview, doing away with human reaction time. So all you're left with is the back and forth between server, client and its UI/overview.

- target aligns and thus uncloaks
- tackle client receives this info on the next server tick and starts targeting
- the locking process starts and at the end of that cycle on the tackler's client point is applied
- on the server tick after the client assumes that point a check is made to see (according to the server, not the client) if the target hasn't warped off yet
- if the target hasn't warped by that time he is then tackled
Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#6 - 2014-02-28 16:43:05 UTC
Gregor Parud wrote:


A GOOD gate tackler will have his overview completely empty apart from targets so all he has to do is hold control and mash the mouse button on the spot where the first target will appear on the overview, doing away with human reaction time.

No. It reduces the effect of human reaction time, for sure, but when we're dealing with fractions of a second, it definitely is not eliminated.

thhief ghabmoef

Gregor Parud
Imperial Academy
#7 - 2014-02-28 17:07:33 UTC
Fronkfurter McSheebleton wrote:
Gregor Parud wrote:


A GOOD gate tackler will have his overview completely empty apart from targets so all he has to do is hold control and mash the mouse button on the spot where the first target will appear on the overview, doing away with human reaction time.

No. It reduces the effect of human reaction time, for sure, but when we're dealing with fractions of a second, it definitely is not eliminated.


All that is left is the time between the different mouse click so you agree with me that it removes the human reaction time.
Shiloh Templeton
Cheyenne HET Co
#8 - 2014-02-28 20:40:42 UTC
So ... if I can't get a fitting with align time < 5.0 then I might as well concentrate on other aspects as long as I keep the align time 5.x, right?

Batelle
Federal Navy Academy
#9 - 2014-02-28 20:57:11 UTC
Shiloh Templeton wrote:
So ... if I can't get a fitting with align time < 5.0 then I might as well concentrate on other aspects as long as I keep the align time 5.x, right?



More agility is always better.

If we're talking 5 seconds, than this specific example of uncloaking on a gate gets less important, because that's no where near short enough for server ticks and latency to save your butt. And considering ticks and 1-second intervals is really only relevant when you're uncloaking on a gate or initiating warp from 0m/s.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.