Team Fortress 2

Team Fortress 2

Melee lag compensation
Does it even exist, and if so, how does it work? I'm one of those people who could be hugging the enemy and hitting them point blank, not doing any damage, then they back up to 10 feet away and backstab me from the front. What's going on here?
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Lag compensation does work for melees, and it works by doing a little rewind in a sense to see if whatever thing would hit. For melees, this would mean they just appeared ten feet away on your screen, when they actually attacked you you were right next to them, and you just went ten feet away before the server got the info that whoever attacked you. Same thing with facestabs, when they actually attacked you, your back was to them, it's just that you turned around before the server knew that.
Obi-Wan Cannoli 1. juli 2013 kl. 10:52 
Oprindeligt skrevet af CDJ_ͣ_ͬ_ͣ_ͭ_ͤ King:
Lag compensation does work for melees, and it works by doing a little rewind in a sense to see if whatever thing would hit. For melees, this would mean they just appeared ten feet away on your screen, when they actually attacked you you were right next to them, and you just went ten feet away before the server got the info that whoever attacked you. Same thing with facestabs, when they actually attacked you, your back was to them, it's just that you turned around before the server knew that.
So what about that whole thing about hitting them repeatedly and hearing the hitsound but not actually doing any damage?
Oprindeligt skrevet af CDItsuki Koizumi:
Oprindeligt skrevet af CDJ_ͣ_ͬ_ͣ_ͭ_ͤ King:
Lag compensation does work for melees, and it works by doing a little rewind in a sense to see if whatever thing would hit. For melees, this would mean they just appeared ten feet away on your screen, when they actually attacked you you were right next to them, and you just went ten feet away before the server got the info that whoever attacked you. Same thing with facestabs, when they actually attacked you, your back was to them, it's just that you turned around before the server knew that.
So what about that whole thing about hitting them repeatedly and hearing the hitsound but not actually doing any damage?
Same thing but just the other way around, on their side you didn't hit them.
Obi-Wan Cannoli 1. juli 2013 kl. 10:57 
Oprindeligt skrevet af CDJ_ͣ_ͬ_ͣ_ͭ_ͤ King:
Oprindeligt skrevet af CDItsuki Koizumi:
So what about that whole thing about hitting them repeatedly and hearing the hitsound but not actually doing any damage?
Same thing but just the other way around, on their side you didn't hit them.
So riddle me this: Why isn't melee lag compensated like everything else in this game?(where everything is determined from the attacker's perspective.) It wouldn't fix facestabs but it would still fix the just-as-annoying hitsound bug.
Sidst redigeret af Obi-Wan Cannoli; 1. juli 2013 kl. 10:57
Oprindeligt skrevet af CDItsuki Koizumi:
Oprindeligt skrevet af CDJ_ͣ_ͬ_ͣ_ͭ_ͤ King:
Same thing but just the other way around, on their side you didn't hit them.
So riddle me this: Why isn't melee lag compensated like everything else in this game?(where everything is determined from the attacker's perspective. It wouldn't fix facestabs but it would still fix the just-as-annoying hitsound bug)
My guess would be that lag compensation is just that, compensation. Lag compensation probably favors whoever's laggier because in the end they'll still be at a disadvantage. Even with the compensation it's a lot harder to play when you've got a bad connection or you're lagging, so it's gotta make up for it in some way even if it's not entirely equal.
Obi-Wan Cannoli 1. juli 2013 kl. 11:02 
Oprindeligt skrevet af CDJ_ͣ_ͬ_ͣ_ͭ_ͤ King:
Oprindeligt skrevet af CDItsuki Koizumi:
So riddle me this: Why isn't melee lag compensated like everything else in this game?(where everything is determined from the attacker's perspective. It wouldn't fix facestabs but it would still fix the just-as-annoying hitsound bug)
My guess would be that lag compensation is just that, compensation. Lag compensation probably favors whoever's laggier because in the end they'll still be at a disadvantage. Even with the compensation it's a lot harder to play when you've got a bad connection or you're lagging, so it's gotta make up for it in some way even if it's not entirely equal.
But if someone has bad ping, it should be on them to fix it, not Valve.
Oprindeligt skrevet af CDItsuki Koizumi:
Oprindeligt skrevet af CDJ_ͣ_ͬ_ͣ_ͭ_ͤ King:
My guess would be that lag compensation is just that, compensation. Lag compensation probably favors whoever's laggier because in the end they'll still be at a disadvantage. Even with the compensation it's a lot harder to play when you've got a bad connection or you're lagging, so it's gotta make up for it in some way even if it's not entirely equal.
But if someone has bad ping, it should be on them to fix it, not Valve.
Eh, not always an option, and after all it'd be better to have some slightly odd mechanics from lag compensation than be unplayable when our internet's acting up or we're on a distant server or something.
Obi-Wan Cannoli 1. juli 2013 kl. 11:36 
Oprindeligt skrevet af CDJ_ͣ_ͬ_ͣ_ͭ_ͤ King:
Oprindeligt skrevet af CDItsuki Koizumi:
But if someone has bad ping, it should be on them to fix it, not Valve.
Eh, not always an option, and after all it'd be better to have some slightly odd mechanics from lag compensation than be unplayable when our internet's acting up or we're on a distant server or something.
Still, melee at least should be fixed so that the actual hit is tied to whether or not the hitsound plays when striking an opponent, or at least also lag-compensate the hitsound so that it doesn't give you the impression that you hit the opponent when you really didn't.
Woobie :3 1. juli 2013 kl. 12:46 
Oprindeligt skrevet af CDItsuki Koizumi:
Oprindeligt skrevet af CDJ_ͣ_ͬ_ͣ_ͭ_ͤ King:
Eh, not always an option, and after all it'd be better to have some slightly odd mechanics from lag compensation than be unplayable when our internet's acting up or we're on a distant server or something.
Still, melee at least should be fixed so that the actual hit is tied to whether or not the hitsound plays when striking an opponent, or at least also lag-compensate the hitsound so that it doesn't give you the impression that you hit the opponent when you really didn't.
That'd be nice, especially with the pan. It's annoying to hit someone multiple times with a pan and have them not die even though you're hearing the sound.
Also, one time I recall lag compensation at work. There was a laggy heavy and 2 spies tailing him and both stabbed him 4 times, and he didn't die. I ended up finishing them off, and it was funny. At least for me.
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