Script writers = elite online players ??

Discussion in 'PC Gaming' started by Doomtrooper, Feb 22, 2004.

  1. MfA

    MfA
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    Fuhquake wont help much ... as long as your framerate is steady (that aint very hard nowadays) even a utility working from outside of the client (and it's security) can generate a good forward rocket jump with high reliability. It just becomes moderately more work, dunno if there are any openly available utils which can generate fake mouse input on a button press already, but as far as cheats go this is a really easy one to pull off.
     
  2. PVR_Extremist

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    I don't like the translocator. Then again i'm an InstaGib CTF fan and the translocator would kill that game type.

    There is a certain "rush" you get whilst holding the flag pegging it whilst shock rifle beams come flying past you in every direction!
     
  3. rainz

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    Script writers = bunch of pathetic more than annoying noobs ! :roll:

    RainZ
     
  4. Snake-Eyes

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    I like the instant weapons switching, and hate to see it go. But I also agree chain binds (including firing) are lame, and totally ruin the gaming experience for others.

    How about this change (more like UT1):
    Leave weapons switching speed alone. Leave the firing rates / delays alone. BUT remove the ability to use fire in the macros. Further, make it so that hitting a button for such a macro just changes to the next weapon (if available), just like the binds Humas (and I, in UT1) use for grouping multiple weapons on a single key. That way, players could switch quickly to other weapons, but they still have to do the firing, and they have to hit the button again to switch back. This adds extra time, increases the chance that their aim will change (during firing or during one of the two weapons switches), and generally still preserves the ability to quickly change weapons and fire them, despite requiring the player to use their own coordination to accomplish the procedure.

    I won't even get into the dodge / jump binds. Once a long time ago when playing UT1, I thought that sort of bind would be great. But with the proliferation of rabbiting players (hoppers, jumpers), UT2003 feels too much like Q3 as it is, and adding the ability to automate those dodges and jumps just makes that worse. :(
     
  5. Dio

    Dio
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    Fair enough, but it doesn't solve the problem that you can program 'macros' in some joystick/keyboard driver, or even inside the keyboard hardware itself (joypad autofire, anyone?)

    The rules have to be changed, rather than changing the client.
     
  6. Bouncing Zabaglione Bros.

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    That's why Epic have fixed the source of the problem in UT2K4 and lowered the speed of weaponswitch.
     
  7. rashly

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    I play Quake 3: Urban Terror competitively and you can pretty much tell the scripters from the non-scripters apart. The game does have delayed weapon switch, but the pistols in the game fire as fast as you can pressa button. (semi-auto). Some people would modify their BIOS to get their keyboards to act in a certain way as to have about 15 button presses a second. That is pretty insane as the game is similar to counter strike, only has faster physics like quake.

    I would say that this is also the only game in the history of online gaming where LPBs have an advanatge. In the game they have a bit of delayed actions, so when you think you ducked behind a wall without them hitting you, and then get hit after you are sheilded by the wall, it really pisses you off.

    Warpers were also a problem in this game but the newest version comes with a server side variable that controls ping flux. If a person is warping with a flux of 60ms, and the server setting is at 50ms, when the server resquests packets from a client and doesn't recieve it, the server will automatically come up with an input for that user based on what he was doing. It is not like normal prediction in Quake 3, but it actually does a good job of making the movement natural and the person is easy to hit.
     
  8. MfA

    MfA
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    Hmmm? Half-Life started this whole fucking mess, I mostly stopped playing FPS because of HL. Being shot from impossible angles behind cover with 10 msec ping pissed me off too much ...

    You either have a game which is unresponsive to HPBs, where the only possibly exploits are automization based, or you have an easily exploitable game which needs new hacks all the time to clean up the latest exploits. There is no middle way.

    I used to love HPBs, as cannon fodder :) Now I hate them for making the games what they are :(
     
  9. Doomtrooper

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    No exuse for HPB's today, broadband is widely available and affordable. :!:
     
  10. silence

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    huh...maybe in some countries.....
     
  11. DemoCoder

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    The one problem all FPSes I know of have to solve is wallhacking. I quit counter-strike because of it, until I found a reliable mature clan server with 30+ year old guys who exclusively use voice chat, team work, and don't cheat.

    Basically, the server needs to determine visibility for the client and not transmit player or object positions to the client for those which can not be visible. Otherwise, there is no possible way to stop wallhacking, and it totally ruins the game.

    Today's FPSes still rely on the Z-buffer to hide occluded player models.
     
  12. Mendel

    Mendel Mr. Upgrade
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    micron: fyi some latin:
    # pro : (+ abl.) in front of, before /on behalf of, for.
    # pro : (+ abl.) in return for, instead of /for, as.
     
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