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Server side hitreg is not hitscan, nor is it projectile because it is not a type of bullet calculation.
Hitreg is it's own thing. On cs it's done server side because it's more fair and not as easy to fake. If hitreg was clientside like on a certain mobile game, the client can just report to the server that "yeah i shot that guy" whenever. This would cause dying behind walls, cheating, and would make lagswitches more useful.
Server side hitreg is used so the server, which runs in real time, can calculate if both players saw each other before accepting the hit. Server side hitreg is used in pretty much all modern games.
Only problem with server side hitreg is the slight delay of your client sending your click, to the server getting it and processing it, to then finally your client getting the result and you seeing it.
Many games use client side prediction (including cs) to make the game feel more responsive. For example, when you click, your gun plays the shooting animation instantly, and the enemy might be bleeding too. Your client predicts that your shot would hit, and if the server agrees, the enemy will be hit.
Hitreg and hitscan are different things. Hopefully this posts helps clear that confusion
There our conversation ended with OP saying this:
@StonkOverflow:
@kabanod1m:
@StonkOverflow:
Well I definitely don't want dead people killing me after death in this game.
Even in client hitscan games that I play, for example PUBG, this is fixed. In PUBG if a dead (or knocked-down) player shoots you, even if that makes perfect sense — bullet travel time isn't instant in that game, so a scenario where two snipers kill each other in the head by shooting at the same time is realistic, if you are knocked down or dead all your bullets that are already traveling through the air don't deal any damage on impact. Damaged players still see blood splatters on themselves but take no damage.
OP has a point but I'll disagree with:
I think 90% of the community will disagree with being killed by a player who they've already killed just now.
also in that thread I linked earlier I explained why this game is actually hitscan, and why "hitscan" and "server-side"/"client-side" cannot be directly compared as they are different things. "hitscan" can be compared against "projectile", and "server-side" can only be compared against "client-side", but OP actually means neither of that, OP means "what to do with actions of an already dead player" logic.
it would be really great if cs was actually hitscan so that when you kill someone on your screen they die, just like they do in every other fair and balanced game. hope this helped!
I just brought this all in so that people can skip the whole conversation we had there and start with the fact that by saying "hitscan" you mean "I lethally hit an enemy on my screen so the enemy should die", which implies allowing dead players deal damage for a short period of time after their death, short time being their ping time to the server.
by the way, can you please name those games? only PvP ones though
either way, my opinion is that it will hurt this game, and killing each other at the same time just feels like a cheap unity game (at least that's the only place where I saw killing each other with hitscan weapons) (no, I never played Doom 1 or Doom 2 in multiplayer)
@Hogarth is correct, hitscan can be both server-side hitreg hitscan or client-side hitreg hitscan.
it can also be server-side hitreg projectile or client-side hitreg projectile, as opposed to hitscan.
I explained it in the thread I linked.
@Hogarth, OP calls server-side hitreg hitscan not actually hitscan, in his opinion, only client-side hitreg hitscan is what hitscan is. his source on this terminology: he has played a video game before. wikipedia, from his words, is not to be trusted because I, or somebody else, could edit it at any time just before replying.