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Thread: Anti-latency (server-side hit detection / correction)

  1. #141
    +rep to cure coronavirus n00b1n8R's Avatar
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    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by Pooky View Post
    Well that sucks, but surely there are Aussie TF2 servers you can play on rather than connecting to American ones. I mean, I know there were on Halo :S
    There are heaps of TF2 servers (I only mention playing on US ones because I used to do it with you all the time in 08/09) but there have never been (up-to-date-version) CE servers as long as I've played CE (Cyberslam for a few hours every Friday and Sunday doesn't count). Anything to reduce the bullshit lag I have to deal with would be seriously welcomed and honestly I'd probably pick CE up as my primary game again (if I found servers with decent map rotations )
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  2. #142

    Re: Anti-latency (server-side hit detection / correction)

    All I'm saying is, reducing the lag doesn't have to mean switching to client-side hit detection. Serverside can be made to be far better than what Halo uses. I believe the reason Halo's is so slow is because Gearbox was forced to make it 56k compatible.
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  3. #143
    +rep to cure coronavirus n00b1n8R's Avatar
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    Re: Anti-latency (server-side hit detection / correction)

    I honestly prefer getting shot through walls over not running people over and them being fine half a second later.
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  4. #144
    Slightly Insane JackalStomper's Avatar
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    Re: Anti-latency (server-side hit detection / correction)

    what if you start getting run over through walls?

    by the guy with a 56k connection and bragging about it
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  5. #145

    Re: Anti-latency (server-side hit detection / correction)

    This hack wouldn't have players getting shot behind walls.. it tries to move enemy players to where you need to shoot!

    That shouldn't even be an argument against it!
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  6. #146
    Senior Member Rentafence's Avatar
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    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by t3h m00kz View Post
    This hack wouldn't have players getting shot behind walls.. it tries to move enemy players to where you need to shoot!

    That shouldn't even be an argument against it!
    Same
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  7. #147

    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by t3h m00kz View Post
    This hack wouldn't have players getting shot behind walls.. it tries to move enemy players to where you need to shoot!

    That shouldn't even be an argument against it!
    Nobody ever said that. I was arguing against client-side hit detection.

    Quote Originally Posted by t3h m00kz View Post
    but in all honesty you know what's the most fair?

    client-side.
    Quote Originally Posted by n00b1n8R View Post
    I honestly prefer getting shot through walls over not running people over and them being fine half a second later.
    You have to lead them with your vehicle. Leading doesn't just apply to bullets, it applies to ALL actions. That's what I meant by understanding the game better.

    Also, if you had a high ping you wouldn't be getting shot after you ran behind cover, other people would. You'd be getting shot before ever running out from a corner, because the low pinger's clientside prediction caused him to see you a split second before you actually crossed it. Somebody, I think it was actually Randy Pitchford, made a post about this on the Gearbox forums a while back.

    Really though, if you want to experience good serverside hit detection, go play Quake 3 for a while. You don't ever hear people complaining about the netcode on that game. That's because the lead times are miniscule, even on high pings. Playing Quake 3 with 200 ping is like playing Halo with 60.
    Last edited by Pooky; May 12th, 2012 at 05:26 PM.
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  8. #148

    Re: Anti-latency (server-side hit detection / correction)

    Quote Originally Posted by Pooky View Post
    Nobody ever said that.
    Quote Originally Posted by JackalStomper View Post
    what if you start getting run over through walls?

    by the guy with a 56k connection and bragging about it
    IMPLICATIONS
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  9. #149

    Re: Anti-latency (server-side hit detection / correction)

    Yeah, that's something that could happen with client-side hit detection. Not with a hack that predicts player movements.
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  10. #150

    Re: Anti-latency (server-side hit detection / correction)

    uh, yeah. That's exactly what I just said.

    Quote Originally Posted by t3h m00kz View Post
    This hack wouldn't have players getting shot behind walls.. it tries to move enemy players to where you need to shoot!
    also,

    Quote Originally Posted by Pooky View Post
    You have to lead them with your vehicle. Leading doesn't just apply to bullets, it applies to ALL actions. That's what I meant by understanding the game better.
    which is a gigantic discrepancy between players with different connections. people shouldn't have to learn how to do this in a fair and balanced netcode (which you find a netcode requiring leading to be) there would be as little discrepancy as possible. I guarantee it was not in gearbox's intention to have the hit detection work as shittily as it does, and they didn't go "Wow this takes so much skill, let's keep it in!" rather, it was an unfortunate side-effect of their decision to adjust the netcode to make more accessible to people with bad connections... Which is hilariously ironic.

    this hack that you feel won't fix a game breaking issue removes a gigantic discrepancy between people with good and shitty connections -- having to adjust aim due to a shitty netcode. Go up against someone with equal skill on their host and the advantage is blatantly obvious, the ability for hosts to get perfect headshots and out-fighting short-strafers with ease, and this hack removes that advantage entirely, putting everybody on mostly the same page.
    Last edited by t3h m00kz; May 12th, 2012 at 07:30 PM.
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