On 06/06/2013 12:18, Brian wrote:
Some logic here, if you change cl_interp to a value call it q, if that
makes
firing projectiles or hitscan easier to hit, that clearly gives you an
advantage over people
who haven't changed it to q.

I really don't think you want to go down that rabbit hole. There are
numerous cvars that the same can be said of. The ability to custom tune the
game to your liking is part of what separates PC gaming from consoles.

It's not a question of tuning the game to your liking, it's whether some badly documented, arcane engine or network setting makes it easier to hit other people (or whatever else)

The nature of the "smoothness" you see is just an illusion created by these variables, but, you need to give everyone the same illusion as far as possible otherwise the game and the game engine just become a bad joke.

To some extent it's moot anyway, the netcode is broken regardless (cf stabby's video showing spy backstabs from the perspective of the spy, the victim and the server showing them to be a complete farce from all 3 angles)

I suppose it's moot now too because they've made the change anyway.

But Mart's changelog for the joke update made a lot more sense - it's a pity they don't configure things well rather than having broken defaults - both on the client (which doesn't have a single variable relating to rate et al set correctly)

To me that makes more sense than having a few "in the know" that can tweak things to (as we've seen here) not only gain an advantage, but sometimes even to outright cheat - and this particular glitch has presumably been in the engine for years. If we've learn anything from this it's that Valve don't appear to understand what settings should be set (because in 5 years of tf2 they have made one change to rate - that's
still wrong)  nor what the implications are of peeing about with them.

--
Dan

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