promod?
If pb+realtek would stop hardlocking my pc I would so be down for promod mix.

promod?

Why on earth are you guys still playing battlefield?
I realised it was rubbish after 90 minutes.
Just give it up and don't buy any more bf and cod.

If pb+realtek would stop hardlocking my pc I would so be down for promod mix.![]()

its already been posted elsewhere how it works in BF3.
The client tells the server if you hit the person or not, unlike in other dedicated servers where the client sends a packet and the server decides if the shot hit or not.
DICE say the server validates if this is right or not, but it obviously doesn't work, which is why the hack came out allowing hackers to kill everybody on the server instantly with a med pack in their hand.
No, your client will determine what animations etc to use, and predicts what it thinks should happen (again, only for animations, etc.), but the server determines if there is a hit, or not.
Yes, it's not quite the same as "Client to server, did I hit anyone with my shot from point A in the direction of B, over? Server to client, yes that's a hit, out." but it is still determined by the server, and not the client.
The reticule showing a "hit" is when the server has responded.
Why else would we be having issues actually registering a hit, if it was client side? The only complaints we would have if it were client side detection would be about the behind the wall problem, not about the rubber bullets, etc. as well.
Hacks are hacks. CS had a hack that allowed a player to kill other players whilst a spectator and didn't have any weapon.
Demize said:BF3's hit model uses a combined client server model, a Hybrid Hit Detection. The client says to the server "Hey, I shot him!" and the server does a check against the position of the two targets and determines if the player could reasonably have hit that target and then applies the damage.
Combined it means that in most instances you're going to get credit for hits that would fail in pure server hit detection, and isn't as prone to hacking and cheating (data injection) as pure client hit detection. We also have some other sanity checks in there so extremely laggy players don't get a huge advantage (lag switch hacks).
So far, I'm rather happy with the outcome. I consider it far superior to be able to hit what you see if it means occasionally you'll get shot when you thought you got to cover, though I'd love to reduce the frequency of that if we can.
*shrugs* The server still determines if the hit is plausible, ergo, the server is still ultimately responsible for detecting the hit.No youre wrong. The client determines if its hit or not as stated by the dice devs in the link I posted. All the server does is ratify that the shot was viable. The reason mass kill worked was because it basically spammed the server with kill commands and the server for what ever reason validates them.
http://www.reddit.com/r/battlefield..._create_a_guide_for_the_new/c35xc2m?context=3
26 Kills in 2 Mins With KH2002
Thought id share this with you hope you enjoy


Do we know why DICE choose client side detection? I'm assuming it must be due to performance reasons.
I consider it far superior to be able to hit what you see if it means occasionally you'll get shot when you thought you got to cover
Combined it means that in most instances you're going to get credit for hits that would fail in pure server hit detection, and isn't as prone to hacking and cheating (data injection) as pure client hit detection. We also have some other sanity checks in there so extremely laggy players don't get a huge advantage (lag switch hacks).
*shrugs* The server still determines if the hit is plausible, ergo, the server is still ultimately responsible for detecting the hit.