VonRunnegen, on 16 January 2013 - 05:15 AM, said:
State-rewind is abusable with the client time stamping, its not true server-authoritative as some seem to think.
To demo: Lets say you know someone is coming towards where you are waiting round a corner. If you can delay your packets so they all go in a burst together then you can step out and shoot as as one burst without him ever having seen you.... the server will happily work out that you'd stepped from hiding before shooting in its rewind from the timestamps but as that info didn't reach the server until the same time as the shoot command there is no way for the other guy to know he was being shot at until after the event when you'll suddenly rubber-band out of cover and he'll have already taken damage.
This may be less of an issue with a mech game that actually has some realistic impulse, i.e we simply can't move in a jerky fashion to do such things. I think their current approach suits this game well.
The only issue will be the whining you see on day 0 that people are getting hit by lasers that appear to miss from their POV.
Tice Daurus, on 16 January 2013 - 11:08 AM, said:
What I'm wondering however if once this is put into place, will this remove the 'speed cap' that's currently in place now? Will this allow mechs to move past the 140KPH barrier we have in place now?
I think speed cap was more of an issue for the movement code, and not the combat-prediction code.