BUG: Netcode inconsistancies.

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  • Antihax

    #1

    BUG: Netcode inconsistancies.



    I am curious now how exactly BF2/2142's netcode operates. How can shots from two players stationary that clearly hit not register on the server?
  • pilvlp

    #2
    The dude was lagging out.

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    • Wizrdwarts
      Member
      • Dec 2006
      • 3754

      #3
      That's Battlefield for ya.

      Comment

      • vanilla
        Member
        • Jun 2007
        • 983

        #4
        You can actually tell by his movement.

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        • Antihax

          #5
          So lagging out causes bullets to not register yet a knife to the face works wonders? I can see exploit possibilities here.

          Comment

          • vanilla
            Member
            • Jun 2007
            • 983

            #6
            How? If you are lagging to get an advantage, I don't see how? Since your connection to the server is interrupted, you won't see what exactly is going the very moment you lag. Or did you never wonder why the hell that APC flies through the air when you see "There's a problem with your connection"? But probably I am missing the point and there is a way to exploit lagging.

            Comment

            • Antihax

              #7
              This is not realy the place for such a discussion, but say you are out of ammo, hit reload, saturate the network so you lag out. Reload still plays out server side all the time you are unhittable.

              Even still these kinds of inconsistancies without exploitation can affect gameplay a good deal. Be nice if it was looked into. Typicaly MOFPS games allow the player to be damaged whilst they are lagging to prevent such a situation?

              Since I am quite a fan of the game my main reasoning for posting this was to open a discussion on the workings of the BF netcode and why such situations like this arise where I clearly hit and do no damage. I have other instances where i have seen this where both partys are still and not lagging yet still cannot hit. Improvement is the key if possible and I see a lot of DICE members here. :)

              Another gripe is that when lagging the servers feedback about the localplayer likes to throw weird historical angles causing the players view to snap back to where it was a short time ago. I don't understand why the client code does that at all, it causes a ton of problems.

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