Call of Duty: United Offensive

Call of Duty: United Offensive

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Cucurbito Sep 14, 2015 @ 9:52pm
How To Improve Hit Detection in Call of Duty (COD1/UO version)
Call of Duty is known for pretty bad hit detection all across the board. Thankfully, there are ways to improve hit detection and registration in many of the classic titles. I hope this guide helps you to enhance your COD1 experience.
=>Step 1: Pay for the best ISP in your area<=
Well, this seems obvious huh? If bad comes to worse...you could always move to Chattanooga.
=>Step 2: Play on a Wired connection<=
Wi-Fi is just too unreliable for online games. Trust me.
=>Step 3: Remove your Wireless LAN card<=
This one is less obvious. If you have a WLAN card and you're on Wired, it seems to introduce lag just from being installed. Just remove the card and put it in a safe place.
=>Step 4: Optimize your MTU size<=
Your packets might be getting fragmented, causing poor hitreg. Follow this guide here to see if you're getting fragmentation and how you can fix it.[www.dcgaming.org]
=>Step 5: Activate the console<=
Add the following to either your launch options (Steam) or your shortcut (Retail):
+set thereisacow 1337 +set developer 1 +set sv_cheats 1 +set monkeytoy 0
=>Step 6: Optimize your data transfer rates*<=
Time to optimize the game itself. Activate the console with "~" and input the following:
/rate 25000 - The rate you send data, measured in bytes per second /snaps 30 - The amount of times the server updates itself, similar to "ticks" /cl_packetdup 0 - Duplicates packets sent out to combat packet loss (turned off) /com_maxfps 125 - The max FPS allowed client-side, affects in-game physics /cl_maxpackets 125 - The maximum CMD packets sent to the server a second /cl_timenudge -10 - Controls the amount of interpolation time between Snaps
=>Step 7: Ensure you have the best in-game FPS<=
The Quake 3 engine has total synergy between FPS and CMD packets sent. If you cannot manage a solid 125FPS at all times, either lower your settings or download a high FPS config if bad comes to worse.
=>Step 8: Play on the servers closest to you<=
COD1 was made in the days where if you had low ping, you had the total advantage over everyone else. As such, always play on the servers where you get the lowest ping.

Good luck, and have fun.

*A Technical Explanation
Let's compare the default settings to the improved settings, shall we?
Default: /rate 5000 /snaps 20 /cl_packetdup 1 /com_maxfps 85 /cl_maxpackets 30 /cl_timenudge 0
Optimized: /rate 25000 /snaps 30 /cl_packetdup 0 /com_maxfps 125 /cl_maxpackets 125 /cl_timenudge -10
  1. The default Rate sends 5kbps, barely above dial-up speeds. Call of Duty 1 has an uncapped Rate setting, but 25000 is most recommended for Q3 engine games. You could try something like 128000, but you would most likely overload the server and get hideous lag.
  2. Most servers are set to sv_fps 20. The game readjusts itself if /snaps is set higher. This is a precaution for any modded servers that do have sv_fps set to 30.
  3. Packet duplication only wastes bandwidth unless you really do have that bad of a connection.
  4. The Q3 engine only takes FPS caps equal to 1000/x. As such, 85 gets rounded up to 91 (1000/11).
  5. /cl_maxpackets must be set to a number that is equal to the maxfps/x. As the default is 91, this is what happens:
    91/1 = 91 91/2 = ~46 91/3 = ~31 91/4 = ~23
    You only send ~23 packets a second on every fourth frame! COD1 has this setting uncapped, but 125 is most recommend lest you overload the server and see a huge ping spike.
  6. The Q3 engine works by sending 1 Snap every 50ms, then looking at the next snapshot received and "predicts" where players will end up. It readjusts itself when the next snap arrives. /cl_timenudge -10 removes 10ms of prediction and can boost your accuracy if you have <90 ping.
  7. COD1/UO has the best hit detection in the entire series for the sheer fact that IW hadn't ruined it with the g_antilag setting introduced from COD2 onwards.