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This is the reason. For technical reasons, specific framerates changes some game elements, like indeed further jumping etc. So limiting your FPS from whatever to 250 or 333 may in fact be cheating. It's also why Promod forces you to lock your fps to 250.
I heard on this site that /com_maxfps 125 is the ideal framerate because the IDTech 3 engine was built around it.
http://technomediaworx.blogspot.com/2009/04/call-of-duty-4-console-commands-tweaks.html
Can anybody verify this? I used to miss sniper shots at standing targets at 85 and 250, now it seems like I'm finally getting decent hit detection.
http://linustechtips.com/main/topic/246033-truth-about-91-fps-in-the-new-call-of-duty/
It seems that the default framecap comes from IW's misunderstanding of the IDTech 3 engine. The framecaps are based on "integer values that are derived from 1000/x". "85" is arbitrary and pointless as it gets rounded up to 91 anyway.
http://www.funender.com/quake/console/q3connection.html
I finally get why COD4 has such awful netcode and hit detection now. IW completely ****ed up John Carmack's work. The default "/cl_maxpackets 30" was intended for 1999 connections slower than 128k, so you end up sending a packet every 3 frames (I think).
Because IW reduced "/cl_maxpackets" from 125 to 100, it's physically impossible to play at the smoothest connection. You're always behind by 1 frame and you lose 37.5 packets. Fortunately, as 1000/10 = 100, it's possible to get the most out of COD4's crippled netcode. I tried it out and the difference in hitreg was INCREDIBLE!
TL;DR nerds on the internet are smarter than a multi-billionaire AAA game developer
It's allowed in competitive play, bubs. Stop playing on a potato and dry your eyes.
No, 250. It's true that there is synergy between fps and maxpackets, but the advantages of running 250 FPS vastly outweigh this.
According to this, you jump 2.5 units higher, you take 10 less fall damage on average, and have 17 more units of silent running speed. However, we need to weigh in the synergy.
All this would be irrelevant if IW had left the upper limit of /cl_maxpackets at 125, because then:
Also, I found out that IW was lazier than I thought: the /com_maxfps default of 85 came from Quake III itself. Guess Carmack didn't understand his own engine.
BTW do note that your link is unofficial. The official link is sadly down, although they did say they are working on it (although that has been a while ago...).