I see a lot of people (mainly Pakistani players with bad internet) upset about this system but fail to follow instructions so I hope to shed some light on the situation and why it's implemented.
Reason why it's implemented:
In recent months, we've seen a new variation of hacking where through ping adjustments via internet load people are effectively lag switching. These lag switches are done in quick succession, typically at vulnerable points in combat (knocked down, outnumbered and so on).
Now under normal scripting circumstances, if ping limits were strict, it would be enough to actively kick you when you spike over, however, internet connections are not 100% stable and will present some micro-jitters that are mere milliseconds in duration. These micro-jitters can spike as high as 1000 ms ping but they are so short in duration, they do not affect gameplay. The script however will not ignore it and will kick you for it (such was the case for VW6 private beta). As a result, every server that you see has a ping limit system, uses an average to deduce your ping in order to avoid that strict kick. There are disadvantages to averages however.
You witness it all the time, people with 600 ms ping, 1000 ms ping and for some unknown reason the server takes awhile to kick them, happens on EAD, happens on CTF, happens on LW happens for all of the servers with ping limits. Why does that happen? Because of average. Example:
Ping limit of a server is 350 ms; player ping goes like this for 5 seconds:
40,400,500,600,40
The average ping of this person is 316 ms, he does not get kicked, but he sure evaded some shots for 3 seconds with the 400, 500 and 600 ping spikes.
Example 2:
200,400,500,250,320
This person averages 334 ms, will not get kicked but they are clearly unstable and clearly unhittable as a result.
That is the problem with averages.
And unfortunately, the greater the amount of samples the script take to calculate the average ping, the more damaging the effect it has on the average.
High ping held for 1 second is enough for hackers and exploiters to use lag spikes to their advantage. What the laggers do is spike for short duration of seconds so that they are essentially unhittable, then they will spike down to their normal ping the moment they plan to attack. If you don't believe me, if you can spectate on the server, go on EAD or CTF, spectate a problematic player you can't hit and have F5 continually pressed and watch their ping the whole time. When they run around and get knocked down, they spike to 500 to 700 ms, the minute they attack, their back to 150s 180s, whatever their normal ping should be.
I won't allow the exploitation to get any further and the community is frankly tired of this area of instability to gameplay, thus ping jitter is calculated to prevent these exploits and provide everyone fair game. It is what cleans up what ping limit cannot by nature of being forced to use average. It takes the samples of the average ping calculated and deduce the standard deviation of the results. If your deviation is small you won't have much issues but if your deviations are high, you will be flagged for a kick.
We take a calculated result every 5 seconds at a sample rate of 1 per second. I have found that deviations 50 ms+ and greater tend to be enough to cause problems in gameplay and so, the standard deviation value is aimed around keeping jitter range of 50 ms or lower. A standard deviation of 15 achieved this, unfortunately it was for momentary spikes, so a better deviation value is 25 to 30. An example that gives a result of within 25 - 30 is:
200,241,253,250,202
It was my intention to remain at that level more or less for the beta I have gone as high as 45 and people still getting kicked. This is what a standard deviation of 45 in your ping looks like:
203,286,289,245,192
Nearly 100 ms permitted spikes, and by this point you're fighting all that lagging power.
What to do?
For those affected, you all need to understand that if you stand still when the warning message comes up, you will NOT be kicked. You can move as soon as the message disappears from the screen but sometimes that glitches out so stay still for at least 3 seconds and you're ok.
It is the same with FPS and ping, as long as you stay still, you can be in the server with 20k ping, 2 FPS and jittering like crazy, you wont be kicked, but the minute you move, you will get one of the 3 warnings. It's the same as it was in VW6, you had to stop moving if you wanted to avoid FPS and ping kick then. This is the fair trade that you have to comply with. Even when low pingers spike within ping limits (from 40 to 200 ms ping) it still has a profound effect on registering the shot you just made on them. If they're moving and spiking like that, they can avoid any and everything, but if they stop moving you have your right to kill. It is unfair that you the lagger can kill your opponent spiking carefree. Please fix your internet and get stable connections. If that cannot be done, please remain still in-game or be autokicked.