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Author Topic: Just Information!  (Read 13537 times)
Absinthe
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« on: July 27, 2009, 01:38:38 PM »

Hi guys,

I never write here...Maybe lots of you should know me, anyhow i'm Absinthe / Magic! .

I just want to ask you a thing... I play CTF and Tourney, and i'm used to meet very good player.
Now the point is...

Sometimes i meet player that are able to kill me in less than 5 seconds with LG while i'm full charged of Life and Armor... How the Hell this is possible?
And i know they're just good... No cheats for sure ( I hope )

For Example : I was fighting Super Tony, he were respawning and i was full of life and armor. Well i hit him with LG, then he turned, and killed me with LG.... in a very quickie way..
Same for a player called "Steumoule?"

- Magic! -
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dash9
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« Reply #1 on: July 27, 2009, 05:09:28 PM »

Sometimes i meet player that are able to kill me in less than 5 seconds with LG while i'm full charged of Life and Armor... How the Hell this is possible?
And i know they're just good... No cheats for sure ( I hope )

For Example : I was fighting Super Tony, he were respawning and i was full of life and armor. Well i hit him with LG, then he turned, and killed me with LG.... in a very quickie way..
Same for a player called "Steumoule?"
Maximum lg damage for 1 second is:
8 units * (1000 ms / 50 ms) = 160 units
http://ucguides.savagehelp.com/Quake3/items_weapon.html
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I found a great camping place: the enemy base!
Falkland
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« Reply #2 on: July 27, 2009, 05:58:29 PM »

Maximum lg damage for 1 second is:
8 units * (1000 ms / 50 ms) = 160 units
http://ucguides.savagehelp.com/Quake3/items_weapon.html

This is valid only for VQ3 ... it's not the same with unlagged.
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sago007
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« Reply #3 on: July 27, 2009, 06:02:23 PM »

This is valid only for VQ3 ... it's not the same with unlagged.
The theoretical damage is the same but it is much easier aiming and actually dealing 160 damage a second with the 0.8.1 implementation of unlagged.
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There are nothing offending in my posts.
Falkland
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« Reply #4 on: July 27, 2009, 06:08:49 PM »

The theoretical damage is the same but it is much easier aiming and actually dealing 160 damage a second with the 0.8.1 implementation of unlagged.

I start to think that unlagged is a problem and can be exploited in one way or another : I've spected , recorded .... many players hitting , destroying their opponents while crosshair was neither exactly over their enemy.
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pulchr
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« Reply #5 on: July 27, 2009, 08:07:33 PM »

The theoretical damage is the same but it is much easier aiming and actually dealing 160 damage a second with the 0.8.1 implementation of unlagged.

I start to think that unlagged is a problem and can be exploited in one way or another : I've spected , recorded .... many players hitting , destroying their opponents while crosshair was neither exactly over their enemy.

couldn't this be because of different cg_truelightning values?
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rashdawg
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« Reply #6 on: July 27, 2009, 08:24:14 PM »

I start to think that unlagged is a problem and can be exploited in one way or another : I've spected , recorded .... many players hitting , destroying their opponents while crosshair was neither exactly over their enemy.

Yeah I think this is because you might be watching the servers view of the client or something to that effect, but I have no actual knowledge of how the spectating system works.  I always notice 200 pingers hitting rail shots where the player is 10-20 feet away from where it says they are aiming when spectating.  Their client says the player is where they shot, but in reality they took that shot at the location of the player 200ms before they shot.  Unlagged makes it more playable for higher pings, so I guess its a good thing if you are a high ping.
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TheWorstOAPlayer aka RashDawg
sago007
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« Reply #7 on: July 28, 2009, 01:30:39 AM »

The spectator effect is described here: http://www.ra.is/unlagged/faq.html#WDTRSLTOWIS
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There are nothing offending in my posts.
andrewj
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« Reply #8 on: July 28, 2009, 04:57:40 AM »

couldn't this be because of different cg_truelightning values?

cg_truelightning only affects what you see on screen (client-side), it has no effect whatsoever on the physics (server-side).
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pulchr
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« Reply #9 on: July 28, 2009, 10:58:31 AM »

couldn't this be because of different cg_truelightning values?

cg_truelightning only affects what you see on screen (client-side), it has no effect whatsoever on the physics (server-side).

yes, i know. i meant that it looked off at the client spectating while it was dead on target.
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