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Those that lag more seem to have a huge advantage
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That's my experience. I was on a server the other night where I was lagging badly. All over a sudden my skill level seemed to drastically improve and I was getting kill streaks all over the shop.![]()


Server side works fine for many other games, don't see why they think going client side is the way forward.
Here's a thought. Little experiment; using the server filter, join a UK server with the lowest ping you can. Play a round and see how you do. Then using the server browser sort by highest ping first and play another round.
I really need an upgrade. Not for performance, but to level the playing field a bit..........
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More hops = more latencyWhy so many modems?

Correct me if I am wrong, but does this not mean that having the lowest possible ping is of paramount importance to the client?
Though I support your post in regards to netcode, personally, I don't 'really' see what the developers can do.
As you correctly pointed out, time is against them and this should have been something worked on from the start.
I will not pretend to understand the full in and outs of multipleyer netcode. Though coming from a Half Life / TFC / CS Beta 7 background, netcode has always been something greatly discussed and argued over.
I am especially interested to hear thoughts on clientside registry, this implies that the lowest ping will always win, INCORRECT. From my understanding, ping or response time to server all comes in conjunction with that special word 'interp' - interpolation, basically what the server thinks you have done. This was very prominent on TFC and CS 1.6, though I believe CS:Source resolved this (maybe someone can help me with that comment).
A user with a high ping > 70 would explain why you are getting hit after you have gone to cover / behind walls. This is because the person is still sending hits at you to the server, hence the catch up delay.
I am eager to see any replies from developers regarding this though I doubt very much we will see anything.
Level playing field on release.


Will the change from dx 10 to dx 11 make much difference?
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Im starting to think only twitchy fast gamers are noticing the cover/crappy client side deaths. Your average noob just finds one spot and cover/camps it anyway rarely contributing to actual map objectives. Thus not actually moving a great deal so hardly noticing the lag effect.
If i take a hit i can instantly react and get into cover... to then have another 3 or 4 hits kill me when i have been prone behind solid cover is utterly stupid, whats the point of trying you are 300ms infront of already dead.
the game cant take short range combat its evidently clear. Considering its built for crazy stuff like 2km headshots from Sniper rifles it makes sense but its still rubbish
More hops = more latency![]()
It's for redundancy over multiple telephone lines of course....durrrr!![]()

