How does this work?


(doxjq) #1

I know corner shots are a thing due to ping etc but how does this one work?

Dude was in the middle of the map and we never saw each other prior to this, like there was no ducking and weaving behind corners or walls or jump shots etc (the guy who killed me had 30ms ping and my ping was only 40ms)


(everlovestruck) #2

This is the Proxy nerf we deserve
+70ms ping regardless of your region :stuck_out_tongue:


(SkrubLord) #3

It looks like the container is glitched in your game. I’d say it’s a product of lag and/or bad connection. I have experienced myself that I’ve had 40ish ping and still lagged like hell (warping all over the place, finding myself at complete different locations than where I thought I was). He was probably on the MG or on top of the container, and your game was bugged or glitched out.


It happened to me too, although it’s not as bad as in your case :stuck_out_tongue:


(Drac0rion) #4

I blame the servers cause I don’t know any better. In some servers I warp around literally like 5-6 steps or so randomly when my ping is ~40. And then the other times I die around a corner and warp backwards out in the open once I’m dead.
And most of my enemies are also rather low ping when I notice this happen to them, >60 ping.
Also sometimes the warping gets so intense, an enemy appears out of nowhere on my screen, like I literally don’t see an enemy until he warps like ~10 steps out of cover, so on my screen the enemy appears out of thin air.

I can’t even play on US East servers anymore since it tends to happen a lot more often with higher ping.(Playing from eastern EU myself.)

I never really noticed any issues with servers prior to Thunder patch, but after that I feel like the quality of the servers has gone down with each patch as issues like these started to happen more frequently.


(Herr_Hanz) #5

i dont think that there is a shoot through walls hack, ive only encountered 1hitkill aimbot wallhack hacks. (and only 3 in 500 hours of DB, not counting one aimbot toggler)


(B_Montiel) #6

The best possible option is that the shooter dude got a connection freeze, he actually landed bullets on you from his point of view, from a position he was able to fire on you. Until his client detects he has lost connection to server, he might had travelled a bit. From my experience, moving + shooting information gets stacked until he’s connected to the server again. The whole firing and stuff gets distributed accordingly. So the “kill cam” position will be the one where he’s sitting at when the connection comes back.

Another option which is also possible, I’ve noticed inconsistencies in weapons switches. Like medics reviving you with their main weapon (often happens when the server is turning crap and is going to crash). So that’s perfectly possible that he used some indirect fire weapon (grenades mostly) and it got registered as main weapon on your client side.

Edit : Some old footage, but that situation still exists :


(Eox) #7

Player A and player B are playing the same character in the same lobby. Player B has some kind of insane ping (let’s pretend he has 300 ms more ping than player A). Then player B sees everything with a 300 ms delay.

Player A sprints towards a cover, player B is static. Upon reaching the cover, player A will look like he’s ~300 ms away from the cover itself for player B. If player B starts to shoot player A right now, it might appear for player A that he’s actually attacking him through walls, but for player B he was still exposed.

Am I right ?


(Supersneaky) #8

@Dox i was in a few games with that “cheez” clan last night, safe to say they rage quit when all the talk failed


(doxjq) #9

Who is that? XD


(B_Montiel) #10

[quote=“Eox;186259”]Player A and player B are playing the same character in the same lobby. Player B has some kind of insane ping (let’s pretend he has 300 ms more ping than player A). Then player B sees everything with a 300 ms delay.

Player A sprints towards a cover, player B is static. Upon reaching the cover, player A will like like he’s ~300 ms away from the cover itself. If player B starts to shoot player A right now, it might appear for player A that he’s actually attacking him through walls, but for player B he was still exposed.

Am I right ?[/quote]

You pretty much get insta killed in this case.


(Amerika) #11

[quote=“Dox;30566”]I know corner shots are a thing due to ping etc but how does this one work?

Dude was in the middle of the map and we never saw each other prior to this, like there was no ducking and weaving behind corners or walls or jump shots etc (the guy who killed me had 30ms ping and my ping was only 40ms)


[/quote]

Anti-lag screw-up or a bug with the kill cam or both. Also, just because you or them had 30/40ms when you hit tab doesn’t mean they are staying there. Rubberbanding pings, something a lot of people don’t consider, plays hell with the player prediction that anti-lag system uses. The person you were facing might be 30ms 3/4 of the time but 100ms 1/4 of the time. Or it could just be a bug.

Stuff happens like this in virtually every game that employs anti-lag and a lot of clientside calculations. You either deal with dying like that from time to time or you deal with a tiny pool of players. There is a trade-off for everything.

In other games, particularly the new media darling, you die from behind a corner virtually every time due to a couple of factors in how they do their netcode. So instead of it being a rare occurrence it’s pretty common multiple times a game. It keeps the game smooth for everyone but there is a trade-off on what you see and what actually happens. But since it works for you just as well as them it’s seen as a fair trade-off by the devs.


(Orivar) #12

We all know the servers are cheap…


(AlphaUT) #13

Looks like we have armor-piercing bullet in this game


(Xyfurion) #14

@Dox You need to be MLG Pro. Get good.