Mystere, on 20 January 2017 - 06:20 AM, said:
So what? The servers knows you fired your weapons and can calculate the heat accordingly. Any client-side manipulation will just be a futile exercise.
I think I can take a crack at it. Because of lag, client side might fire more/less weapon than server actually received. So there might be a desync if client side is trying to calculate a value while server side is trying to calculate a different sets of value. And in the end, it's just another step (and extra processing power) to try to compare the 2 and decide who is going to be correct.
It's just easier for the client side to only display what it receive from the server. (albeit with a slight lag)
Though I wouldn't sweat it too much. Playing on NA server, I have a 26 ping. Human technically can only perceive up to 24 frames per second, that's ~42 ping. So most of the time, that lag is barely perceivable. (well, I guess the back and forth traffic would double 24 to 48... but that's still 1 frame out of 24 per second)
Also, I've noticed that post death/end of match, though physics no longer functions (thus, you can't be killed by missiles impacting your cherry red CT AFTER match ended), math and other displays still work for a fraction of a second.
Thus, the 98% might be the working of the heat calculation still active for a few split second post death, thus rendering 98% instead of locking at 106% for example.
Edited by razenWing, 20 January 2017 - 12:17 PM.














