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PostPosted: 11 Jul 2008, 00:48 
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Joined: 14 Nov 2006, 15:48
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OK. I should leave LC on. Got it.

Still confused about aiming. If my ping averages 50-150, where should I be aiming? Instead of mentally calculating distance, gravity, projectile speed, etc., should I be looking at other players' pings and try to figure out hitboxes? :?:


With lag compensation on you should not be thinking about too much. TF2 isnt a realistic game by any means, the way to be the best is stand in the right place and move around while aiming at the model and shooting like a mad man :P

Unless your using the rocketlauncher, thats when you can start thinking about things ;)


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PostPosted: 11 Jul 2008, 01:25 
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OK. Will increase Mad-Man factor by 10 :lol:

Soldier and Demoman are my primary classes, though, so I guess I still need to think on occasion. :(

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PostPosted: 11 Jul 2008, 02:48 
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You should be aiming at the model where you want to hit it. With server side registration there is no definitive way to aim for a sure hit if the server considers your opponents position data as the more accurate information to use. The only way to aim is to aim where you think you should and hope that the server agrees with your positioning data instead of your opponents.

In Quake3, the netcode is lagged (ever hear of the 'Unlagged' mod for Q3? It replaces Q3's netcode with something similar to Source's netcode) while source's netcode is Unlagged. You need to compensate for lag by hand in Q3 (lead your target).

BUT! When everyone's ping is both low (less than 50) and also STEADY (not fluctuating more than a few ms), Q3 feels more accurate and there are no funny instances of "shot around the corner" that you get with unlagged code. However, when your ping and your opponents ping are very different, and unsteady, then unlagged netcode is more "fair" all around.

Q3's lagged netcode has a better feel to it when everything is perfect (low and steady pings) but Sources unlagged netcode is more fair to laggy players when things aren't perfect, but you wind up with wonky situations that will leave you wanting to rip your hair out, but are in fact, technically correct.


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PostPosted: 11 Jul 2008, 08:42 
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Well thanks to all for the tips. I guess I'll keep playing it the way I have been. Aim at the model, lead with rockets/stickies, etc.

Of course, I could always resort to the age-old proverb:

"When in doubt, build a sentry." :D

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PostPosted: 11 Jul 2008, 20:55 
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I've taken up the task of trying to unlock the newer pyro guns, but...I see why this is now very annoying, I played a ton of CODUO and rifles only, sniper is a strong class for me! For some reason it was always off, now I know. What is Valve going to do to fix this?


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PostPosted: 11 Jul 2008, 23:26 
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No friggin wonder it was so hard to get into this game coming from a twitch shooter (UT2K4) and doing insane shots, to TF2 and never friggin hitting ANYTHING!!!!!!!!!!!!!

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PostPosted: 11 Jul 2008, 23:27 
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Fix what? If you are referring to the hitboxes shown in the video, scroll down and read the rest of the first page. Everything is working as Valve intends it to. It can be very frustrating at times though, I will admit :)


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