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But the price is an aggravation of the effects of latency when a player is under fire: not only does their own latency play a part, but their attacker's too. In many situations this is not noticeable, but players who have just taken cover will notice that they carry on receiving damage/death messages from the server for longer than their own latency can justify. This can lead more often to the (false) impression that they were shot through cover and the (not entirely inaccurate) impression of "laggy hitboxes"
You can also see that the term wall-banging is wrong and misleading in this context because you can never shoot through walls in CS2D. It just looks like you can because of the old "lag compensated" player positions which are used for the hit calculations.
CS2D actually gives you much control over the lag compensation. Again: Just take a look at mp_lagcompensation for an explanation. I'm currently considering to lower the default value for this setting from 5 to 3 anyway (which would still fully compensate pings up to 300 - which should be enough).
Don't forget this though: It just looks like it's unfair but it's actually quite fair. The point is that everything happens delayed because of the high pings. The guy with the high ping DID hit you BEFORE you reached cover. It just took longer for his packets to arrive and that's why YOU think that you already were behind cover at that point. That's not true though.
edited 1×, last 03.06.14 06:11:06 pm