When Is Hit Detection Going Server Side?
#1
Posted 11 May 2014 - 02:50 PM
#2
Posted 11 May 2014 - 02:52 PM
#3
Posted 11 May 2014 - 02:55 PM
#4
Posted 11 May 2014 - 02:58 PM
AntharPrime, on 11 May 2014 - 02:55 PM, said:
You my friend you are wrong, there are Aimbots for MWO. I won't elaborate on the subject just know they exist.
Edited by SolCrusher, 11 May 2014 - 02:59 PM.
#6
Posted 11 May 2014 - 03:17 PM
SolCrusher, on 11 May 2014 - 02:58 PM, said:
You my friend you are wrong, there are Aimbots for MWO. I won't elaborate on the subject just know they exist.
Oh there are aimbots, they just don't work. Hit and damage calculations are done server side, there is some stuff that is done client side but everything is verified server side. That is why you see tiny lag sometimes at the end of a match where your team is firing on the last enemy mech. Sometimes you are not the last one to hit the mech but you end up getting the credit for the kill because the server checked and calculated who exactly did what in which order.
Edited by AntharPrime, 11 May 2014 - 03:18 PM.
#7
Posted 11 May 2014 - 03:43 PM
#8
Posted 11 May 2014 - 04:16 PM
AntharPrime, on 11 May 2014 - 03:17 PM, said:
Oh there are aimbots, they just don't work. Hit and damage calculations are done server side, there is some stuff that is done client side but everything is verified server side. That is why you see tiny lag sometimes at the end of a match where your team is firing on the last enemy mech. Sometimes you are not the last one to hit the mech but you end up getting the credit for the kill because the server checked and calculated who exactly did what in which order.
?
what a aimbot simply knows where your opponent is, not server sided, but where your client puts the model of your opponent.. and this is where the aimbot will aim at. simple as that. Serversided calculated damage just prevents health and damage hacks which is a good step to prevent the worst hacks from happening.
#9
Posted 11 May 2014 - 04:56 PM
geodeath, on 11 May 2014 - 02:50 PM, said:
Umm...server side hit detection is already implemented, and has been in the game since day 1. Where are you getting the (incorrect) information on which you base this question?
#11
Posted 11 May 2014 - 05:38 PM
SolCrusher, on 11 May 2014 - 03:43 PM, said:
You realize that in many cases, the water is the strongest position you can hold in Forest Colony?
Lots of folks don't really understand that for some reason.. partly because in early beta there was no boat there for cover, but mostly because folks don't really understand firing lines.
#12
Posted 11 May 2014 - 05:53 PM
geodeath, on 11 May 2014 - 02:50 PM, said:
Imagine if this was like MPBT 3025 and 100% of your shots did 100% of their damage exactly where you aimed...
#13
Posted 11 May 2014 - 07:22 PM
However, Host State Rewind does try to reconcile client viewpoint with server authoritative hit detection, and while it drastically improves gameplay from the point of view of the firer, it makes things a good bit worse for the one being shot (especially lights who get one-shot through cover because the other guy had a lag spike and saw you linger in the open and the server decided to agree with him). All told it's better to have HSR than not (by a huge margin), but it certainly can be frustrating when it screws you over.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users