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MUST LOOK! SECRET TO RATES!! GET SKEETS EVERYTIME!! ALWAYS DEADSTOP!

Started by FeverRay on 8:15pm 12/2/10. 9,376 views and 29 posts, 0 users reading, last post by MAYSONNNNNNN.

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Just joking. There is no secret.

However, there are a few "common" rates that many players in the community use. The success of such rates depend entirely on your ping/timings.

I'll attempt to explain everything to the best of my ability, but I'm sure people will disagree/attempt to prove me wrong. All information gathered is based off experience/my brain. Believe it-- or not.



COMMANDS//EXPLANATIONS:

rate// the bandwidth capacity specified by the user

cl_interp// determines how accurate hitboxes are in relations to what you are seeing. Lower interp = closer hitboxes to the model you see.

cl_interp_ratio// Less choke with higher interp ratio

cl_cmdrate// the rate at which the user sends commands

cl_updaterate// the requested rate at which updates are sent to the user

cl_lagcompensation// compensation for your lag using valves lag compensation system.


HOW DOES THIS AFFECT L4D2?::

rate// you want this at 30000 if you can achieve that with your internet connection (make sure you are not getting any loss/much choke via the command "netgraph_3"

cl_interp// The lower the interp, the later you can deadstop. Also you can skeet later with lower interp.

cl_interp_ratio// If you have choke problems, set this at 1 or 2--- or in extreme cases 3.

cl_cmdrate// have this at 30 (30= the max cmdrate)

cl_updaterate// have this at 30 (30 = the max updaterate)

cl_lagcopmensation// This is where I get to vent a little bit. When cl_lagcompensation is set to 0, you can deadstop from abominably far distances. This was prevalent in l4d1 before they banned the command in Rotoblin. I believe it should be banned in Confogl also. I am not sure of the other effects of cl_lagcompensation 0 as I have never tried it.


COMMON RATES:

I decided to give these names just for the funs. Also, I decided to rate the rates (haha!) on how I useful they were for me. My rating is entirely biased and should be challenged. I urge you to experiment and find the rates that work best for you

----------------------------

"Vanilla rates"***:

rate 30000
cl_interp .1
cl_interp_ratio 2
cl_cmdrate 30
cl_updaterate 30
cl_lagcompensation 1

My Rating// IMO these SUCK! Have to pre-melee hella early. 0/5

*** as CanadaRox so kindly pointed out, these are not truly the default rates. The default rates have lower rate, interp, updaterate, and cmdrate values. I didn't want to waste your time offering those rates.

----------------------------

"Jerkstore's rates":

rate 30000
cl_interp .067
cl_interp_ratio 2
cl_cmdrate 30
cl_updaterate 30
cl_lagcompensation 1

My Rating// Great for L4D1. Not so much for L4D2( the cl_interp is too high for my taste= too early pre-melees) . 2/5
----------------------------

"Kaja rates" (I call these that because he used them in L4D1-- and from what I hear, in L4D2 also):

rate 30000
cl_interp .05
cl_interp_ratio 1
cl_cmdrate 30
cl_updaterate 30
cl_lagcompensation 0// cheap cheap cheap.

My Rating// never used them. 0/5 for cl_lagcompensation 0.
----------------------------

Default Confogl Rates AKA the "Fever"<- lol:

rate 30000
cl_interp .0333
cl_interp_ratio 1
cl_cmdrate 30
cl_updaterate 30
cl_lagcompensation 1

My Rating// I'm biased. These are what I use-- not much pre-melee. Skeeting, for me, is the perfect distance. 5/5
----------------------------

"Rekstar rates":

rate 30000
cl_interp .0167
cl_interp_ratio 0// in order to achieve this interp you must have your ratio set to 0.
cl_cmdrate 30
cl_updaterate 30
cl_lagcompensation 1

My Rating// I used to use these. pretty good, but I found that my choke was too great with my shitty internet and that low interp. 4/5
----------------------------

"0 lerp":

rate 30000
cl_interp .00
cl_interp_ratio 0// in order to achieve this interp you must have your ratio set to 0.
cl_cmdrate 30
cl_updaterate 30
cl_lagcompensation 1

My Rating// I can't use these rates as my choke/ping gets too high. However, with these you can deadstop the latest out of any other rates. It is reccomnded that you use these with low ping. When using any interp under .0167 common infected will start to look skippy on your screen. This skipping is increased with higher ping. 3/5-- some people like this a lot, some don't.


----------------------------


TOGGLING:

Some players toggle rates depending on infected or survivor play. Generally on infected you want about cl_interp .033-.01. On survivor choose whatever you are comfortable with. I stick with cl_interp .033 (on survivor/infected) for I believe is is best for all around gameplay.







-= SOWHUT? =-

Rates aren't some big secret. Rates are used in every valve game-- and are NOT a bad thing.

Edited 6 times, last edited 3/12/10 - 12:03am.
Posted on Thursday, 2nd December 2010
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Quote from FeverRay on the 2nd of December 2010:
"Kaja rates" (I call these that because he used them in L4D1-- and from what I hear, in L4D2 also):

rate 30000
cl_interp .05
cl_interp_ratio 1
cl_cmdrate 30
cl_updaterate 30
cl_lagcompensation 0// cheap cheap cheap.

My Rating// never used them. 0/5 for cl_lagcompensation 0.
Lolling at anyone who actually thinks cl_lagcompensation 0 is good in an online game.

Might as well chime in and say I use the rekstar rates. It's mostly about preference though. Notice the only difference between these is interp.
Posted on Thursday, 2nd December 2010
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How dare you release my secret rates to the public!

jkin
Posted on Thursday, 2nd December 2010
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Vanilla rates are incorrect and from my understanding of the engine, cl_interp_ratio doesn't actually change anything unless (cl_interp_ratio / cl_updaterate) > (cl_interp), then it will only override your lerp with (cl_interp_ratio / cl_cmdrate). I wouldn't completely trust anything net_graph shows you about loss/choke since the rest is already fairly inaccurate (ex you can change your net_graph ping with cl_cmdrate/cl_updaterate).

I'm probably the only person that uses cmdrate and updaterate 60, and that is just so I can get 16.7ms in Valve official servers.

The correct Vanilla rates (which aren't recommended, but should be used for a comparision which isn't a waste of time IMO) are:
rate 20000 // clients may actually use 10k be default, but servers force a 20k minimum
cl_interp 0.1 // 100ms lerp
cl_interp_ratio 2 // Doesn't actually do anything since (cl_interp) = (cl_interp_ratio / cl_updaterate)
cl_cmdrate 30
cl_updaterate 20
cl_lagcompensation 1

Edited once, 2/12/10 - 9:18pm.
Posted on Thursday, 2nd December 2010
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ShoutCaster
I use about 40 lerp, should i lower it with around 70-80 ping?
Posted on Thursday, 2nd December 2010
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Informative. A few questions if you or anybody else can clear up.

How does these settings scale in terms of low ping vs high ping.

Example: Deadstopping a Hunter (50 ms vs 150 ms)

Let's say you deadstop a hunter at this distance w/ 50 ms (S = survivor, H = hunter, - distance)
S---H

What if you use those same settings, but have 150 ping?
Would the distance stay the same, increase...etc.
Posted on Thursday, 2nd December 2010
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Quote from Bowflexin on the 2nd of December 2010:
I use about 40 lerp, should i lower it with around 70-80 ping?


Try 33.3. Thats what I use at 76 ping. If you are still late on your deadstops, lower it to 16.7.
Posted on Thursday, 2nd December 2010
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Quote:
- "Longarm"**. Higher interp makes players appear closer on your screen than that of others. When punching, as a tank, the game compensates for what you see and registers the hit on the other player-- even though he is slightly farther away than the average tank punch. The same thing can be accomplished with higher ping (100-200). Longarming can't really be done with cl_interp .1-- even though it might "seem" you were longarmed. Longarming is done with cl_interp .3.
This is sooo incredibly inaccurate it's not even funny. Don't put my name on that. That is simply the popular explanation for longarming, which is not really based in truth.

www.cybergamer.org/forums/thread/p3847977#3847977 <-- actual information on lerp, longarming, the results, benefits, drawbacks, etc.

@erza, reading that link may help with your question, too.
Posted on Thursday, 2nd December 2010
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Quote from erza on the 2nd of December 2010:
ou or anybody else can clear up.

How does these settings scale in terms of low ping vs high ping.


Your diagram makes me lol.

Anyway, The higher ping you have (obviously) the earlier you have to deadstop. The higher ping your opponent has, the earlier you have to deadstop-- but not as early as if you had the high ping.
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I DON'T WANNA READ, FEED ME (reads)

and my diagram kicks ass!
Posted on Friday, 3rd December 2010
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I've been told over and over that the rule of thumb is to toggle your lerp to half of your ping. It's not a bad idea, but it's all gonna come down to what feels best on any given server.

Also, I thought confogl had rules in place to keep the lerp between 33 and 67? Am I wrong on this? Could I have been using 16 all along? Can I kick it up to 250 to give my tank monkey arms?
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Quote from Keke_Kekobe on the 3rd of December 2010:
I've been told over and over that the rule of thumb is to toggle your lerp to half of your ping. It's not a bad idea, but it's all gonna come down to what feels best on any given server.

Also, I thought confogl had rules in place to keep the lerp between 33 and 67? Am I wrong on this? Could I have been using 16 all along? Can I kick it up to 250 to give my tank monkey arms?

0 - 0.1
Posted on Friday, 3rd December 2010
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all i remember for cs 1.6 and such..is..

rate 30000
cl_updaterate 30
cl_cmdrate 30

maybe..im just gonna look at my interp rates for cs :o since im used to those
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GoldSrc, Source and OrangeBox have different netcode so you probably wont generate the same feel with the old settings. Some commands didn't exist before, and some of them no longer exist so directly copying it wouldn't even be possible. (ex: ex_interp)
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Hey Fever,
I decided to try out your rates I really liked it for skeeting/deadstops problem is my hordes were kinda choppy. Any suggestions or is my comp just bad?
Posted on Friday, 3rd December 2010
 
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MUST LOOK! SECRET TO RATES!! GET SKEETS EVERYTIME!! ALWAYS DEADSTOP!