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It is just eats, caused by lag and bad netcode, something you will learn to live with if you choose to continue on with soldat.
Not even close, Major. And you can't reliably reproduce an "eat."
too complicated for banana-san, skoskav, you should try using words such as DOG & CAT and make the sentences much shorter.
Only MM and maybe Ardaen and Enesce knows what really goes on here.
Quote from: 10th_account on August 11, 2010, 10:41:03 amOnly MM and maybe Ardaen and Enesce knows what really goes on here.he even prooved he's talking crap himself.
right, but dying is instant (+ping), taking damage isn't. proof is done on a server where majorsnapshot and snapshot is updated every 4 second, however, the death came immediately.
it's the same with the wm... he's probably below in skill of a gather player, have no idea how the metagame is... which makes it retarded to put him into the wm leader.
Everything I noticed is that you die less often by a m79-nade while proning.
Well... you smell like cabbage.
Quote from: -Major- on August 11, 2010, 11:08:13 amright, but dying is instant (+ping), taking damage isn't. proof is done on a server where majorsnapshot and snapshot is updated every 4 second, however, the death came immediately. You're gonna have to explain the circumstances and results a bit better. Were you shooting a friend? Was the death immediate on his screen or yours? Couldn't it just have been the server sending an unscheduled snapshot along with the "bullet" packet once it determined that a player died? So far I don't see what it has to do with "eats."
Her last known "state" of Bob is roughly [Alice's ping] + [Bob's ping] milliseconds old.
to not have bullet push and damage being calculated at the same place is just plain stupid. there's absolutely no other logical explanation than that to why these strange eats occur.
grenades are a better example, as you can see where the grenade is on your screen, and where the server thinks it is - ie, invisible grenade: you die instantly without any grenade actually exploding. I'd imagine if bullets are so accurately fired on everyone's screen (you can tell by the fact that crazy ricochets that you see hit someone, they get hurt from it - which would not happen if the bullet was ever so slightly inaccurate), why do nades have such a high tendency of being in the wrong location?note: if a grenade explodes on (or near) you and you don't die (or get hurt), the nade is still LIVE, so get away from there because you don't know where the server thinks it is!
Quote from: zyxstand on August 13, 2010, 01:43:36 pmgrenades are a better example, as you can see where the grenade is on your screen, and where the server thinks it is - ie, invisible grenade: you die instantly without any grenade actually exploding. I'd imagine if bullets are so accurately fired on everyone's screen (you can tell by the fact that crazy ricochets that you see hit someone, they get hurt from it - which would not happen if the bullet was ever so slightly inaccurate), why do nades have such a high tendency of being in the wrong location?note: if a grenade explodes on (or near) you and you don't die (or get hurt), the nade is still LIVE, so get away from there because you don't know where the server thinks it is!While we are on topic of grenades. There is well-known bug to me which occurs when you throw a nade while wielding saw - players call it lag-nade. Explosive is never in the place it's shown on the screen...Actually you can't even predict it. Only "thrower" knows where it will go...