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View Full Version : shot feedback should be client-side



DanLegenD
02-05-2011, 10:16 AM
When you shot someone, it feels like the feedback that you hit them is server-side currently.

I propose that it be switched client side or sped up if it already is client-side. Not the actual damage, but the calculations of a hit should be done on the client computer as well as the server, with the server taking god mode, as in, no matter what the client calculates, the server is the only side the actual calculation matters on, whilst on client side, it will show feedback when you hit someone purely from client side. I think that if a death animation is starting and the server tells the client no that player isnt dead then it should just instantly revert to normal making look no more than just a flinch when a player get shot.

Currently, there are a lot of complaints about lack of feedback quick enough when shooting someone and that the death animations look a little too slow and a little too subtle. While the later part can be fixed in the animations department with only a week or two of tweaking, the former has to be rooted in the client side registry for it to be fixed. I also feel that there should be a slight bit of blood along with armor sparks when shooting someone in the chest with armor, there should also be different flinch animations that are drastically different and very pronounced that correspond to where you shot someone. This will create a familiarity with the player base that allows players to quickly diagnose shot feedback after prolonged exposure to the game, completely doing away with feedback issues.

DanLegenD
02-05-2011, 02:36 PM
What do you guys think?

Corruptbe
02-05-2011, 08:26 PM
No idea atm, might become buggy but on the other hand you're right, feedback is a tad laggy, it's even worse in cs source since the engine switch.

n3krO
02-06-2011, 07:35 AM
And the blood sparks even in a hit on the feet makes the game a little unpredictable...

DanLegenD
02-06-2011, 03:12 PM
Yea, im not going to criticize their particle animations or their player model animations because they have already said no one is stepping up to join the team and fix it so it will take some time. I'm cant make particle animations so im not going to criticize them because they can't either.

sufok
02-07-2011, 12:53 AM
with the source engine you have the choice between

a. instant shoot but delayed hit.
b. delayed shoot but instant hit.

depend if the weapons prediction is tuned on or off.

DanLegenD
02-07-2011, 05:10 PM
with the source engine you have the choice between

a. instant shoot but delayed hit.
b. delayed shoot but instant hit.

depend if the weapons prediction is tuned on or off.

it doesn't seem that way in CS:S.... or TF:2... or DoD:S

zeibi
02-08-2011, 05:10 AM
zblock fixed the delay before kill in source in their latest beta.