SOCOM II Server Side Cycle Rate Detection

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Published on ● Video Link: https://www.youtube.com/watch?v=CzhtV6Y5kTg



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So as some of you may know we've updated the rules regarding cycle rate on SOCOM II. It gave the player a pretty big advantage over people who weren't also doing it or could not do it.

At the end of the day this is a PS2 game and it should be played as close to what the ps2 can do. It's that whole lowest common denominator sort of thing.

1. You can end up spawning in before everyone else (in some cases even the host).

2. Your fire rate is increased by up to 30%. However when you would get into grenade spam or laggy areas it might not have been all that noticeable but it's also the reason why people claim the guns felt more responsive in laggy situations. You basically had that increased rate as a buffer to drop from.

3. Despite what people may think, it can and does affect grenades. The emulator isn't perfect. It's not a ps2 and when people change those settings it can affect timings and cause desyncs. Does setting it to 0 fix this? No and it will probably only be something that goes away in time with new versions of pcsx2.

4. It's like overclocking your PC (the setting more or less says this) so it's going to be processing things a hole lot faster than a ps2. That's why people think the game runs better when it at 3. It's because it's technically working harder.

I started banning people for it last night and that was a mistake. After talking with staff it was decided to instead display a warning in game that will at least give the user a heads up that they need to change it. If they don't then yes the player will be banned because it will be considered as cheating. I will be lifting those bans once this update goes live.







Tags:
SOCOM2
pcsx2



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