[QUOTE=Protekt1;519752]Even with full server side hit detection, you may feel like you’re being shot behind walls because your position on your end is not the position the server understands. There is always going to be some latency issue involved.
Also, are you even sure it is client side hit detection?[/QUOTE]
Unless my memory fails me there was even someone from splash damage that did in fact confirm that it is client side, long ago. Even if they said that it is server side i would have hard time believing it, because it plays like a client side game. Also if it wasnt true i bet that someone from SD would already correct me.
The only time that i should feel that i die behind wall is when i have 120+ ping (and it wouldnt be far behind wall) or someone is lagging like crazy, its not the case for this game. The main thing that bothers me is that back in the day hit detection was a lot more reliable than it is today while we have better tech and connections right now. I rarely felt that something was wrong when i played any idtech3 game, old ut games or even lesser known games, right now almost every modern game is pretty much inferior to games that was made 10 years ago and i have hard time accepting that when i know it can be better( a lot).
The only reason i can see for client side hit detection is cutting costs as it supposedly take less bandwidth than server side hit detection, why else would they use it ? Its easier to hack it, it isnt even close as reliable and there are strange things happening that would never happen on server side detection.
In the end i just want it to get better, its pretty bad right now (sure, not as bad as battlefield or some other modern games, but its still bad).