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6/13/2017 8:30:54 AM
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10 tickrate.
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  • Nope, 30

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  • That's item pickup. Clients interact at 30.

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  • Edited by dnrobs: 6/13/2017 5:08:53 PM
    It's funny how they say 30 htz and in the next point down they say they do nothing to get a 50/50 ratio. We know at least one of them are lies.

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  • Item pickup? Can you elaborate on the difference please? Thnx!

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  • Ever not been able to pick up heavy, crests, or a rift? It's cz the Nigerian host was on WiFi n 9000 ping so he had to catch up :)

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  • Ammo crate refresh, crest drop and collection, spark pickup, etc. All 10 Hz. Player movement and shooting/skills? 30 Hz.

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  • Edited by dnrobs: 6/13/2017 4:55:42 PM
    No just bullets. Player movement is controlled by the player. That's why people teleport, the host dosent know were they are.

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  • You really don't understand how this works, do you?

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  • Edited by dnrobs: 6/13/2017 5:18:25 PM
    You're just hanging onto quotes, ask anyone player movement is controlled by us. Go read the quote again. Combat damage is sampled at 30Hz (30 times per second). We track and network how your shots land in every frame of gameplay you can see. You receive updates on systems like scoring or ammo spawn timers from an Activity Host at 10Hz (10 times per second).

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  • Um, of course it's controlled by us. But it's sampled and transmitted at 30Hz, you dolt, or how else would any other client in the game know :p We're not talking about what is actually happening on the opponents screen. We're talking about what our console knows about what is happening on the opponents screen. There's an important difference.

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  • Edited by dnrobs: 6/13/2017 5:30:04 PM
    What probably happens is, you fire a bullet and it takes a snapshot and says that bullet hit. If the information isn't coming through, you miss him.

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  • Ahh I see. Thnx for clarifying! I figured that's what it was but I didn't want to assume anything!;)

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