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

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  1. #11

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

    Sounds pretty similar to just using cl_timenudge in any quake 3 engine game, and I've never heard anyone call that a cheat. The only difference between leading and shooting at a 'predicted' client for an experienced player is that in the former you're using your own judgement, which is more reliable than any computer prediction anyway.
    Last edited by Pooky; October 2nd, 2011 at 02:30 PM.
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