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I think the effect on other players would be pretty jarring, especially if said projectiles / explosions jolted players in the air at high velocity.

IIRC QW's client side movement prediction didn't attempt to predict the effects of, for instance, shooting a rocket at your feet/rocket jumping, which meant on high latency connections there'd often be a bit of a delay before your view caught up with where the server thought you actually were. This also applies to rockets fired by other players. Lower latency had the effect of not only making it easier to fire rockets at enemy players, it also made everything seem smoother when people fired rockets at you.

Later versions of QW created from the GPL source release have introduced lag compensation for hitscan weapons, but I'm not aware of any attempts to do so for projectiles.

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