cs2d.com has written
Compensate high pings of clients by using previous positions of players when checking for hits. Set this setting to 0 to completely disable lag compensation.
Default setting is 5 which means that pings up to 500 (0,5 second delay) will be compensated. Highest setting is 10 (1 second delay, a ping of 1000).
ATTENTION: Lag compensation is not fully supported by listen servers! Only dedicated servers do have complete lag compensation.
Default setting is 5 which means that pings up to 500 (0,5 second delay) will be compensated. Highest setting is 10 (1 second delay, a ping of 1000).
ATTENTION: Lag compensation is not fully supported by listen servers! Only dedicated servers do have complete lag compensation.
Which means player's with higher pings don't have to aim ahead, and instead can aim directly at the enemy. This works by using the previous locations from the perspective of the "lagger".(Correct me if I'm wrong)
However as DC said, this is prone to impossible corner shots which is situational to walls.
The CT with the stealth suit is to represent where the T(high ping) would see the enemy.
The dropped weapons is to represent where the CT player died.
So beacause of Lag Compensation, when CT player is behind wall, he still has the possibility to be shot down even though he is out of fire.
Therefore when having a higher ping with servers that have lag compensation (default 5), they would have an advantage.
Proposed Solution:
Have the server check if the weapon (when client hits the enemy), if the enemy can still be hit at it's current location.
Meaning, if it was open fire/point blank, all the shots would make it.
If there is an obstacle the shot would not count.
Please answer if you have a counter-argument, or another solution.
As of now, I have to do corner shots, and alot of strife on those snipers