16 Oct 11, 01:39PM
(16 Oct 11, 10:14AM)Ronald_Reagan Wrote:(16 Oct 11, 01:16AM)Roflcopter Wrote: I understand fully the code and its intended purpose. But it doesn't just stop cheaters modifying their fire rates, it also introduces a bug for completely legitimate players where their bullets are dropped.
Er, look at the code again. If the the shots come too close together, they get dropped. Hence, it makes it so no one sees that the shots getting shot. Resulting in "unhits" for the client. Sorry to say, but you ought to reread the code in that section before making any claims of knowledge. Note that it is serverside, that may help you.
I agree with everything you said but it doesn't refute my point. The problem is internet jitter can cause (and often does cause) bullets that were fired x milliseconds apart to be seen by the server less than x milliseconds apart. The will then discard them as being fired too close together. That is, packets have a habit of bunching up on the internet; a normal client can trigger this cheat detection and have their bullets lost.
I think it's well worth these technical discussions because I think they're very pertinent to competitive play. As I hinted at before, I find it odd that very many old good players felt unable to adapt to the new AC.