Please show me how to attack a player with a single target magic while he is running.

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rainstone

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Feb 10, 2014
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what a nice thread bomb, get a aged player-titan
When I cheated I could control how fast I was on the game - and putting it it 1.2 meant I'd never miss my amulet - 100% always hit, So ping don't seem to be major factor (And my ping is not great) I hear rumors people still use cheats on low speed to avoid being caught - 1.2 is just slightly above normal but giving u the edge in battle. so a fast hotkey set up for a second to boost u too 1.2 to shoot your magic get the flinch then turn it off instantly could work lol. You'll never know I guess lol.
 

CraiG^

Legend
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Jun 22, 2003
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I thought this was possible on Chronicles if a player is running in a straight line and you are parallel with them and have the mouse pointer following their character while he is running and making sure your still on targetedon him when you cast should hit a running player?
 

DevilsKnight

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Aug 1, 2004
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do you know how ping works?

ping is the time inbetween you and the server you're connecting to.
most games when made properly only do like 10 things a second so if you have 10 ping it'll only be 100 ms potential total delay per second whilst mostly is spreaded around the whole second thus you wont notice this for ****.
uptil you have 100 ping it'll be just okay to play and feel like someone who has 10 ping(you dont feel a difference especially in a game like mir only when playing games like cs:go and shouldve barely headshot the enemy then you can miss because of ping.
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Thats not really how it works, you also have to remember ping is cumulative (it adds up over time (kind of)).

You will notice a massive difference between 100ms and 10ms, thats a 90ms difference on everypacket ever sent from the server to client.


Dk

Edit:

Might I also add, 10 things a second would result in an extremely slow game.
 

Jacko

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Thats not really how it works, you also have to remember ping is cumulative (it adds up over time (kind of)).

You will notice a massive difference between 100ms and 10ms, thats a 90ms difference on everypacket ever sent from the server to client.


Dk

Edit:

Might I also add, 10 things a second would result in an extremely slow game.

THE game is programmed to catch up if you have too Much ping ( run skip on enemy player)

And it was an example normally alot of things get send without waiting for the return of the previous packets and thus it does not cumulate that much 100 ping is not that bad especially not on Mir if someone has told you that then I you should test out how ping affects your games on your own. Cause I've played games/ Mir on NA servers and haven't had any lagg issues and was just as fast as most. Nor did trying to hit an enemy seem to be an issue.

Tbh I just think with all the auto lockers people have begun to be "lazy" in Mir doing keeping up their Hoover every step you are going to attack after your step begin you start hovering mouse over the enmy his body I recon you know you're targeting properly if the letters on the name get abit more of a shadow outline.then Inbetween the steps of the enemy( the moment the enemy has a precise coordinate) you fire the skill 100% hit rate. ( if you don't have 150+ ping)
 

DevilsKnight

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THE game is programmed to catch up if you have too Much ping ( run skip on enemy player)

As far as I am aware thats not how the game is programmed (its been a while since i've looked at the delphi stuff) an object skipping is literally the result of your high ping. Its your ping being to high so you've effectively skipped a packet on the client thats been sent from the server.

And it was an example normally alot of things get send without waiting for the return of the previous packets and thus it does not cumulate that much 100 ping is not that bad especially not on Mir if someone has told you that then I you should test out how ping affects your games on your own. Cause I've played games/ Mir on NA servers and haven't had any lagg issues and was just as fast as most. Nor did trying to hit an enemy seem to be an issue.

The server doesn't wait for anything from the client, it is constantly sending packets (when it does receive a client packet, it process it, does whatever it needs to i.e some sort of calculation and sends the result in the form of a packet)

By cumulative I kind of was implying that if the server sends 100 packets in a second to your client your 90ms slower on every single one of the packets, your then trying to act on packets that someone else has seen before you (granted 90ms your not really going to notice, but its still an advantage none the less)

Ping affects every aspect of any online game not just mir. It is you that are misinformed.

Cause I've played games/ Mir on NA servers and haven't had any lagg issues and was just as fast as most. Nor did trying to hit an enemy seem to be an issue.

Just out of interest how would you know? You can only see what your client (i.e. the laws of physics) are allowing you to see.

Dk