For those of you who play counter-strike: source...
48 replies, posted
you've all been through this.
[media]http://www.youtube.com/watch?v=SzMKtysnQvg[/media]
Yes, we have.
And then we grew up and played real games.
Like minecraft.
And Dark Messiah: Might And Magic
this happens in like every source game
This is [b]SO[/b] annoying. As said, this also happens in other source games. (Damn you DOD:Source)
It's lag.
[QUOTE=Pat.Lithium;28578938]It's lag.[/QUOTE]
I guess it could've been. I was pinging around 90 whereas he was about 40-50. Though I did shoot first and there was blood on his head so it registered client side.
[QUOTE=Pat.Lithium;28578938]It's lag.[/QUOTE]It's a feature.
[media]http://www.youtube.com/watch?v=dfiMGMiRDZE[/media]
You technically [i]could[/i] survive getting shot in the face, and I appreciate Valve for including such attention to detail.
cl_cmdrate 101;cl_updaterate 101;rate 50000
this happens all the time when playing as goldly anti-sniper on 2fort
You may see yourself firing and getting the kill there, but the server lagged and took a long time to tell you that you got killed. When you aren't getting any data from the server, the client tries to predict what's going to happen, and in this case you died before you took the shot, it just took a while for the server to tell you. This gives the impression that you got a shot on him, although you actually died before you shot. The blood on the head is also a result of client side prediction, they aren't done server side (although I think blood spatter on the walls is).
[editline]13th March 2011[/editline]
[QUOTE=LODY;28584988]cl_cmdrate 101;cl_updaterate 101;rate 50000[/QUOTE]
That's a good idea for good servers that run at 100 tic and have minimal choke, but it isn't a good idea in general.
That's actually the biggest issue with lag. The majority of servers can't at all handle those demands, therefore they send out a lot of choke when anything happens. You can make any server run at 100 tic, but most servers shouldn't because they can't handle it with the amount of players that they are supporting. Turn net graph on and look up much choke the average 100 tic server gets. Choke is server side, you expect to get updates back, but instead you only get 30. That means your choke is 70.
It's especially annoying in DoD:S
[QUOTE=ChinChilla;28584324]I guess it could've been. I was pinging around 90 whereas he was about 40-50. Though I did shoot first and there was blood on his head so it registered client side.[/QUOTE]
Yeah it's bc of lag. You didn't shoot first. To you it looked like it, but since he hit you first, it means he shot first. It's just lag that makes it look like you also shot. For him, it might not even look like you shot.
At least it isn't as bad as Breach where the lag makes you quite literally invincible and IMPOSSIBLE to hit.
[editline]13th March 2011[/editline]
But for the most part I think the DOD:S hit reg is mostly solved, I haven't had an incident of it over the past two or so years.
I had a screenshot of when I shot this guy in both eyes and he was running around with bloody eyesockets ,100% health. Unfortuantly STEAM decided to shit in my mouth and not save it with the new screenshot thing.
[QUOTE=Nick Lomax;28588587]Yeah it's bc of lag. You didn't shoot first. To you it looked like it, but since he hit you first, it means he shot first. It's just lag that makes it look like you also shot. For him, it might not even look like you shot.[/QUOTE]
Yeah that's what I was saying, was probably client side.
crackhouse dm is sooo good
[QUOTE=Pepin;28585837]You may see yourself firing and getting the kill there, but the server lagged and took a long time to tell you that you got killed. When you aren't getting any data from the server, the client tries to predict what's going to happen, and in this case you died before you took the shot, it just took a while for the server to tell you. This gives the impression that you got a shot on him, although you actually died before you shot. The blood on the head is also a result of client side prediction, they aren't done server side (although I think blood spatter on the walls is).
[editline]13th March 2011[/editline]
That's a good idea for good servers that run at 100 tic and have minimal choke, but it isn't a good idea in general.
That's actually the biggest issue with lag. The majority of servers can't at all handle those demands, therefore they send out a lot of choke when anything happens. You can make any server run at 100 tic, but most servers shouldn't because they can't handle it with the amount of players that they are supporting. Turn net graph on and look up much choke the average 100 tic server gets. Choke is server side, you expect to get updates back, but instead you only get 30. That means your choke is 70.[/QUOTE]
I go over the max rates because 90% of servers enforce a max rate that is suitable for the tickrate being run.
Use your knife.
1) He fucking missed and 2) he shot second.
[QUOTE=nikomo;28594732]1) He fucking missed and 2) he shot second.[/QUOTE]
I'm not sure if you didn't hear my gun go off, probably because it was cut off as he shot his round off, and the blood on his head showed that I had hit him. Try watching it again.
[QUOTE=nikomo;28594732]1) He fucking missed and 2) he shot second.[/QUOTE]
How could he shoot second if the guy that shot first killed him?, especially with a shot to his face.
[QUOTE=nikomo;28594732]1) He fucking missed and 2) he shot second.[/QUOTE]
Why do people make serious blantant dumb comments like this, OF COURSE HE SHOT HIM AND HE SHOT FIRST.
[QUOTE=Gubbinz96;28588740]At least it isn't as bad as Breach where the lag makes you quite literally invincible and IMPOSSIBLE to hit.
[/QUOTE]
Haha this reminds me of Gunz
Everyone had like 200 ping, so you would ONLY hit them if you shot where they were going to be
The best part is that on his screen it probably doesn't even look or sound like you fired. So he pretty much thinks he raped you before you could even think.
It could be that it was lag, but it could also have been the helmet. I've seen people in CS:S surviving sniper rifle headshots by sheer luck like that.
And that's why you play cs 1.6, where hits actually hit.
[QUOTE=Murkat;28600914]It could be that it was lag, but it could also have been the helmet. I've seen people in CS:S surviving sniper rifle headshots by sheer luck like that.[/QUOTE]
Never to the head though, unless you're on some server that modifies a person's HP.
If you are shot in the head by any sniper rifle in CSS it's a kill.
But like I said, I'm guessing the ping difference between the two of us (him having the significantly better one) is why my shot didn't register.
All this talk of lag reminds me of the days I used to play MTA:VC on Russian servers and had no idea what lag or ping is.
For me people appeared in one spot and suddenly they're on the second side of the map.
There was this once when someone went all "Woah look at this guy's 9823 ping." And everyone was like "woah". And I thought to myself "What's the the big deal, I once had a ping of 12,678".
Oh the nostalgia.
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