Sporadic lag-shots are merely artifacts of the playback, seeing that the engine does not compensate for latency post-recording. Likewise, the recurrent phenomenon of "behind-the-wall-shots", "crosshair-a-mile-away-from-head-shots", and the like are the product of the netcode (i.e lack of latency-compensation and to a certain extent, truly horrific hitboxes).
Ever watched those eary counter0strike source hitboxes videos? Shows clearly how crappy those are/were. Higher tickrate improves that. note: tf2 is tick 66 max.
Indeed this one one wasnt even that hard I thought TF2 did have latency compensation? guess I was wrong then
Doesn't tf2 have mad lag compensation? Just hit the model and the hit will register no need to pursue of predict where someone is going. The lag compensation does not show up on demo's though. Off-topic I like meta's new name.
Which's the reason why many of those headshots in the fragvideo don't look like headshots at all. Sounds logic.
2 people make a joke... a word it coming up in my mind.... it's starts with a W and ends with R... can't remember the rest :roll:
wonder walker worker wrestler whooper warder washer womanizer wanderer wheeler whir writer etc ect take your pick It was a joke :doubt:
Expected but totally awesome. Can't wait for the hunting season. Prey: Kangaroos, Walrusses, fire salamanders and much more. =D