this can also be applied to every other multiplayer fps
[QUOTE=chmidth;34308324]this can also be applied to every other multiplayer fps[/QUOTE]
"Holy shit, what i shot him in the head like five times!"
every time.
[QUOTE=nutcake;34308457]"Holy shit, what i shot him in the head like five times!"
every time.[/QUOTE]
Get in fight
Die
Spectate his face covered in blood from several shots
93 health
:suicide:
I've said it before, fuck CSS.
Most overrated game I've ever had the displeasure to play. Only bad game valve has ever made in my book. Terrible hit detection, a complete lack of weapon balance, worse community.
Only reason to bother is the occasional round of gungame, or jailbreak with friends.
[QUOTE=RagerTrader;34308964]I've said it before, fuck CSS.
Most overrated game I've ever had the displeasure to play. Only bad game valve has ever made in my book. Terrible hit detection, a complete lack of weapon balance, worse community.
Only reason to bother is the occasional round of gungame, or jailbreak with friends.[/QUOTE]
I've never had issues with hit detection in CS:S that hasn't ended up being caused by a shitty server, weapon balance isn't a huge issue considering that most of the really great guns are cheap enough for everyone to buy (Except the AWP)
And Jailbreak/gungame? Really?
I think CS is funny because skill is basically accurately hitting the head as soon as one appears on your screen.
The main issue with hit detection are the servers handling too many people at too high of a tic rate. This becomes really obvious because whenever a lot of stuff starts going on the choke goes way up. These types of servers usually do pretty decent when there aren't many people on, but when you get a full game going on it starts getting pretty bad.
Something people still don't understanding is that they use client side prediction via interpolation. This works out pretty well when you aren't getting any choke, but when you get a lot of choke it starts to get confusing because on your side you may just unloaded a clip into the guy and be a few feet from where you were, but it ends up that you were dead on the server before you even got a shot off and that the server was slow in telling you. There are some console settings you can put in that take out all the client side prediction which make this effect real obvious because when it lags you just won't move.
[QUOTE=Pepin;34310114]The main issue with hit detection are the servers handling too many people at too high of a tic rate. This becomes really obvious because whenever a lot of stuff starts going on the choke goes way up. These types of servers usually do pretty decent when there aren't many people on, but when you get a full game going on it starts getting pretty bad.
Something people still don't understanding is that they use client side prediction via interpolation. This works out pretty well when you aren't getting any choke, but when you get a lot of choke it starts to get confusing because on your side you may just unloaded a clip into the guy and be a few feet from where you were, but it ends up that you were dead on the server before you even got a shot off and that the server was slow in telling you. There are some console settings you can put in that take out all the client side prediction which make this effect real obvious because when it lags you just won't move.[/QUOTE]
Yep, this is why valve disabled peoples ability to change the tickrate by themselves, it is now locked to 66 along with the server fps.
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