That's not how so-called lag kills work
The mechanism that enables the Lag Kill is network latency. Look at your ping and look at the ping of your target. Ok, now add them together. Usually you'll come up with a number near 300 milliseconds. That means that the other player will not see the results of your turn for almost a third of a second. That's a long time! It also means that you won't see the results of his turn for the same time period, but every good attack has a danger you need to account for, and for this one, lag is it.
He can most likely see your actions in something near 150 ms, and you can see his actions in 150 ms minus his difference from 150 ms. To make it worse for those who think the above is true, all that really matters is the ping between your client and the server. In reality there is jitter and packet loss and whatnot and some tolerance for that, but that affects both explanations equally. There's also ping charity, but I don't know how it works (can someone explain so we can fix more?). To finish, I'll say what the 300 ms really is: the time the other player appears to need to react to your actions, and vice versa. Relying on that will get you lag-killed. --Jonathan 03:50, 26 August 2006 (CDT)
- Well, the point is that there's an interval in which you can move that the other person can't see your move until it's too late. If you want to make the math "right", knock yourself out. :) But we're on the edge of zen here, because what actually matters is his total reaction time, and the style of attack itself probably fits a hollow force/martial art type of description. I'll give it another look and see how I can edit it. --Lucifer 21:18, 26 August 2006 (CDT)
- Also, heh, forgot to mention it even in the article. The attack itself doesn't work as well on newer servers with newer clients, probably because of improvements in the network stuff. --Lucifer 21:19, 26 August 2006 (CDT)