Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If that isn't working for you you're either doing something wrong or maybe your lagging or something.
Most people don't have the problem your talking about, so why would valve try to fix a problem that isnt there, not to mention its a 9yo game, nothing will ever be properly undated again.
Reason you're seeing blood and hearing the sound of a hit is because visual feedback is done on client side hitboxes whereas actual hit resolution is done on server side hitboxes and because the source engine is garbage there's almost always a large difference between the two.
(And there is even more to it than that as well but it's not really worth going in to. The thing to keep in mind however is that this game is essentially running on Idtech 2 and it's netcode.)
* you have to add lag in - hit registration is much better at 0 ping.
* certain melee weapons have different amount of rays and swing time - a longer swing time means there's a delay, fewer rays means there's less chance of hitting.
* the L4D2 SI (jockey, charger, spitter) all hit about 20-30 ms ahead of their animations on a 0 ping local - you have to anticipate the strikes.
being proficient at melee in L4D2 involves two things. 1) being aware of the weaknesses/strengths of each weapon 2) using the shove correctly. it does help