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if both damage and bulletpush was calculated client side, it would be perfect. less perfect if it was calculated serverside, but it would cover up for s**tty connections.
Quote from: -Major- on August 13, 2010, 02:51:31 amif both damage and bulletpush was calculated client side, it would be perfect. less perfect if it was calculated serverside, but it would cover up for s**tty connections.Seems like YOU don't know anything.. Client-side damage? Hello hackers, twice slower deaths and other s**t.. but mostly - HACKERS :>
Quote from: Neosano on August 17, 2010, 08:14:54 amQuote from: -Major- on August 13, 2010, 02:51:31 amif both damage and bulletpush was calculated client side, it would be perfect. less perfect if it was calculated serverside, but it would cover up for s**tty connections.Seems like YOU don't know anything.. Client-side damage? Hello hackers, twice slower deaths and other s**t.. but mostly - HACKERS :>you think those hacks doesn't exist?
Valis, lag doesn't equal eat. ussualy polish/czech/turks eat a lot more than others, probably because of the weak internet provided (such as packet loss, and delayed packets).
Most importantly, what causes the waaay-too-damaging-bullets, how would lag(+ netcode ) be responsible for that or is that most likely hacking? When asked these players always start saying s**t like "u just suck" etc "oh im just so good" - thats kinda suspicious hehe...