What is the realistic maximum ping where playing is still worthwhile? I'm thinking 300 - 350. Above that things are mostly just frustrating for everybody.
How many people still play with connections that were bad in 2000? I know Aussies have bad ping on GPZ, but that's just one of the three servers, and probably isn't much fun for them either.
Maximum playable ping
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TurkeyXIII
- Posts: 1460
- Joined: Thu Dec 06, 2007 3:18 am
- Location: Melbourne, Aus
Depends what you are doing. You could just probe with even higher ping as long as you weren't losing many packets.
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fuzzylunkin1
anything under 110 means i can still whore as long as i have no packet loss
anything between 110 and 160 is questionable int whoring, but usually switch to scouts and support
anything 160+ is commanding or L4D
anything 80+ with packet loss means no ints, no nanning, i switch to commanding and probing
anything between 110 and 160 is questionable int whoring, but usually switch to scouts and support
anything 160+ is commanding or L4D
anything 80+ with packet loss means no ints, no nanning, i switch to commanding and probing
any packetloss is unplayable. Anything over 250 ping i wont bother with. Before solap started sucking i was getting like 120 ping and it was fine, although slightly less good than planet where i get about 80-90
QUOTE Drizzo: ha ha good old chap
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Drizzo: i am a brit
Drizzo: tut tut
Drizzo: wankarrrrrr
Drizzo: i only have sex whilst in the missionary position[/quote] Fas est et ab hoste doceri - Ovid
Psychosis wrote:QUOTE (Psychosis @ Oct 28 2009, 06:55 AM) anything under 110 means i can still whore as long as i have no packet loss
anything between 110 and 160 is questionable int whoring, but usually switch to scouts and support
anything 160+ is commanding or L4D
Wow, the different attitudes to ping are fascinating. Us euros have 120 ping at minimum on US servers (I used to get 180->200 on Planet).
From my point of view above 150 and better is an excellent ping.....
Up to 250 is playable.
As others said - packet loss is a show stopper....
Yup, 200ms is definately playable. Ints are effective up to 160-170ms, anything over that (or packet loss) and it's support ships all the way.
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