Quote Originally Posted by Sarevok_Thordin View Post
I'm curious when these issues start to crop up.

What does the MCH clip start to become an issue pingwise, 70 ms?
You start clipping during Hypercharge once your animation lock time exceeds 750 ms. Heat Blast recast is 1500 ms and using an ability after it adds another animation lock which needs to resolve before the next Heat Blast.

The base animation lock is 600 ms, the game processes packets on a frame basis and at 60 fps the time between frames is ~17 ms, the server doesn't seem to accept packets faster than at ~33 ms tick rate so if you're moving or sheating your weapon while doing your actions, the action packet might be pushed to the next frame/tick which may double the frame+server delay. Even before any kind of ping, you're looking at a 650-700 ms animation lock in normal gameplay scenarios depending on how well you happen to match the frame and server ticks. This leaves about 50-100 ms for ping before you start clipping. Ping above 100 ms if definitely in the danger zone.