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

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

    I'd say it would potentially be safe to post it here if you want, as we're not really as much of a community of cheaters as much as a community of modders. I would be lying if I said I didn't want to see this in action first hand. Not having to lead is something I've been wanting to experience for years.

    I'd actually be fine with the client side hack being released. It'd be just another tool to enhance the game, similar to yelo or third person hacks. Ultimately its up to you, its not a tool designed to cheat with, and it enhances the game in ways.

    Quote Originally Posted by Pooky View Post
    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.
    So... you're saying this would not be advantageous in any way.

    That's rediculous. If this gets released to the general community, players who don't know what leading is will suddenly be getting more kills. The tiny few skilled people may not get much of an advantage boost, but you're not thinking about the rest of the people who play this.
    Last edited by t3h m00kz; October 2nd, 2011 at 04:06 PM.
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