Discussion in 'Article Discussion' started by bit-tech, 26 Jun 2019.
Oh boy, that sounds exploitable. Add an artificial latency source to your downstream (client to server) packets - e.g. a program running on your router - and shift your system clock back to make it appear that the added latency is on both legs of the route. Server-to-client latency remains the same, but the server increases the apparent hitbox size to compensate.
Sound like playing call of duty in p2p mode
I gave up playing it as you can nail someone but you actually die instead, in the replay it shows the other person hitting you first due to the latency (basically he got around the conor first or he pre fired first as that was the only way I could counter it just assume someone was around the conor and shot before going around the conor so I would hit them before he could see me was stupid way to play pre firing before every conor at head hight )
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