SneakyStephan
Banned
On local LAN...
Since when did mentioning lag comp = not understanding how net ode works? It's essential for online play, yes. But it's ridiculous in LAN games.
Since when is it essential?
Much better , actual competitive games do not have lag compensation.
cs 1.5 didn't have it, if you lagged (or the other player did) you warped and your shots fired with a delay.
Quake 3 didn't have it.
No smoke being blown up your ass, you can instantly tell when a server was shit ,no getting shot around a corner, great lan play.
lag compensation is a bandaid for fundamentally broken conditions.
no dedicated servers, high amounts of packet loss, high pings, low server tickrates = the gameplay and hit detection are going to be shit, full stop.
just because you try to make them appear as if they're less shit, does not mean they are in fact any less shit.
I guess these days it doesn't matter as much when the movement gameplay is taken out of modern games completely...
All this prediction code does is be an enabler for shit like peer2peer connections in cod and dice cheaping out on server hosting, and for games with terrible netcode to deceive casual gamers.
You used to be able to play mp shooters at a 10 for responsiveness and feedback and consistency under the right conditions, now you are forced to settle for a 5 at all times just so you wouldn't have to deal with a 0-4 under bad conditions with shitty connections, shitty wifi, shitty servers and shitty netcode.
The single only reason this prediction code was written into the quake 3 engine for cod was because they went with peer2peer connections, seeing people buy into the PR crap to justify it makes me cringe as hard as when I see people claim killzone 2 was intended to have 'weighted' aiming
Settle for less, the modern gamer's mantra it seems.