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Client Side Hit Detection


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#1 ImperialKnight

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Posted 15 October 2013 - 08:36 AM

Why not this? This way no one has lag armor.

#2 Kitane

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Posted 15 October 2013 - 08:37 AM

View Postknightsljx, on 15 October 2013 - 08:36 AM, said:

Why not this? This way no one has lag armor.


Easy to hack.

#3 Bilbo

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Posted 15 October 2013 - 08:39 AM

You can't possibly be serious. :)

View Postknightsljx, on 15 October 2013 - 08:36 AM, said:

Why not this? This way no one has lag armor.


#4 SmithMPBT

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Posted 15 October 2013 - 08:40 AM

Posted Image

#5 Frankdark

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Posted 15 October 2013 - 08:49 AM

Server Side Hit detection:
Low Ping is good
Increaseing is difficult for Player
A Server in the reagion from player would fix the most problems.

Client Side Hit Detection
High Ping is good
Player can easy fake high Ping and youre called Pingshield
Easy to cheat
Would solve Problems for player with High Ping but make it worse for player with low and Med Ping.

#6 -Natural Selection-

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Posted 15 October 2013 - 11:53 AM

Go play BF3 close quarters and you will see why "hell no". When you get you see someone and take cover only to be blindsided by a round a full second afterwards. You think you are safe, their lat says you are still there and WHAM! Client side ruins most FPS games when you play at any level.

25min-150max ping provides best gameplay in other PFS games, and sure it would apply here. However not sure how the population of this game makes regional servers cost effective for them. HOWEVER I am sure that private servers would be well welcomed by the community to ease their burden. If at some point they decided to work that into the game.


*and yes I know you can have a higher ping and have decent performance. But 2 high pings could have a 1/2 sec difference in perspective. From a stop in just an 1/8 mile (drag racing motorcycles) that 1/2 a sec is a 5+ bike difference at the finish line. So even a 1/4 of a sec in a game could result in "mind tricks".

**My opinion, take it how you like.

That is me far side by a 1/4 of a sec.

Edited by Dozier, 15 October 2013 - 12:08 PM.


#7 Firewuff

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Posted 17 October 2013 - 02:07 PM

Um ... We have that sort of. its called state rewind where the server rewinds the state of the game to figure out where the client though the mech was when it fired. it works well hence hits being much better.

Client side is as bad as you have all sorts of consistency issues to deal with. 2 players @ 250 ms (my typical ping) for example I hit some one and destroy a component, assuming zero latency at the server they dont explode for 0.5 seconds..... or longer. server sided is half that.

#8 Livewyr

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Posted 17 October 2013 - 02:24 PM

We already have it- in the form of HSR.

All the security benefits of Server Side HD, with the ping tolerance of Client Side HD.

(That's not to say HSR doesn't need maintenance and tweaks, it needs a lot of love- but it's what we need.)

#9 ImperialKnight

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Posted 17 October 2013 - 03:14 PM

I see, I didn't know about the HSR mechanic. Guess that would work better when implemented properly





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