Source: http://www.socom-2.com/phpBB2/viewto...=7132&start=16
Quote by me:
"Lagg for online games such as SOCOM II work like this:
Lagg (aka ping or latency) is the time it takes from when you do something, to the time it takes to get to the host, then to everyone else that is playing the game.
During a game, everything is never what it looks like.
Ping works in decimals expressed as big numbers.
for example:
a ping of 500 = .5 seconds
a ping of 100 = .1 seconds
a ping of 1000 = 1 full second
based on your ping (if you play Quake or Unreal for example you would understand the above) it detemines how long it takes to do things, and therefore effect your gameplay.
Games like SOCOM have lots of lagg because of how they are setup. Nevertheless, when you see an enemy moving on your screen - they are actually quite ahead of where they appear to be, based on your lagg.
Now onto something I learned in Mechwarrior 3, it's called Lagg shooting.
Lagg shooting is basically determining how laggy you are to the server, and from there aiming ahead of your target to fix itself.
Irl (in real life) Snipers have to account for windage and such. In online games, lagg is pretty much the same thing for precision shooters (another tip to be added to the sniper's threads)."
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EDIT: I should add that to my site so I can refer to people who complain about lagg constantly. \m/