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

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  1. #32

    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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