27 Oct 10, 08:30PM
Hit sounds don't seem to play for each hit when firing an automatic weapon like the SMG. Often out of 10 hits, 7 will make a sound. Are hit sounds only played once the client receives information from the server confirming the hit? Clients automatically make blood when a bullet hits without confirmation from the server so why shouldn't hit sounds do the same?
On a similar note, does /accuracy 1 rely on the server to tell you which bullets hit and which don't? If so then a lagging opponent could result in many false negatives; Player A fires at lagging Player B. Player A's aim is just right but due to Player B's poor connection Player A is not aware B is already dead. So Player A is firing at a non-existent target for which he should still be awarded accuracy. He is aiming properly after all.
On another similar note, firing on your teamates shouldn't increase your accuracy.
On a similar note, does /accuracy 1 rely on the server to tell you which bullets hit and which don't? If so then a lagging opponent could result in many false negatives; Player A fires at lagging Player B. Player A's aim is just right but due to Player B's poor connection Player A is not aware B is already dead. So Player A is firing at a non-existent target for which he should still be awarded accuracy. He is aiming properly after all.
On another similar note, firing on your teamates shouldn't increase your accuracy.