A
Atomic Rammer
Guest
Since tfc 1.5 and new netcode there have quite rightly (imho) moans about hwg and sniper 0wnage. This is because in new netcode server prediction + client prediction means that u hit where u aimed.
Proposal so far to correct this is class restrictions, but I have seen another option.
The shady server is running the server command sv_unlag 0 which disables server prediction so it doesent check ure ping to predict if u hit from u're point of view. so this removes the hwg 0wnage that hpbs can achieve and sniper too (and sshotgun).
This also eliminates the frags where u think bugger that I was behind the wall. And also those medic infections where u are nowhere near them on your screen.
Only problem for this is the sniper dot is still on ure crosshair but if u use cl_lw 0 then the sniper dot lags ure aim just like old netcode.
So if u use
sv_unlag 0 on server
cl_lw 0 on clients connected to server
Then the game behaves exactly the same as old netcode and then theres no need for class restrictions at all since the classes are exactly the same, its just the aim is improved by new netcode making them better classes.
U still get the improvements in netcode like lower bandwith usage and smoother model movement, but u get the old netcode style of play which was better coz u dont feel cheated by behind wall hits and infections from miles away.
Only problem I can see is ppl not using cl_lw 0
Can this be forced by the server when they join?
If u run a CS server u should try this out too.
Proposal so far to correct this is class restrictions, but I have seen another option.
The shady server is running the server command sv_unlag 0 which disables server prediction so it doesent check ure ping to predict if u hit from u're point of view. so this removes the hwg 0wnage that hpbs can achieve and sniper too (and sshotgun).
This also eliminates the frags where u think bugger that I was behind the wall. And also those medic infections where u are nowhere near them on your screen.
Only problem for this is the sniper dot is still on ure crosshair but if u use cl_lw 0 then the sniper dot lags ure aim just like old netcode.
So if u use
sv_unlag 0 on server
cl_lw 0 on clients connected to server
Then the game behaves exactly the same as old netcode and then theres no need for class restrictions at all since the classes are exactly the same, its just the aim is improved by new netcode making them better classes.
U still get the improvements in netcode like lower bandwith usage and smoother model movement, but u get the old netcode style of play which was better coz u dont feel cheated by behind wall hits and infections from miles away.
Only problem I can see is ppl not using cl_lw 0
Can this be forced by the server when they join?
If u run a CS server u should try this out too.