Here's the quick rundown of that 1:40 nade and how that happened. How this game renders the objects depends on lots of variables and the coordinates of the dynamic objects such as the players require constant communicatation and updates between the players through the host. If you were to experience sudden spikes to the connection, what you see and what goes through the host's perspective may vary significantly. When you launched that nade, the other merc was clearly to your right and your reticule was unobstructed HOWEVER in the hosts perspective the merc was right in front of your reticule, bouncing the nade off of him towards you yet the game clearly rendered that scene completely different based on the data from you. Long story short, CT magic... 😂
Ha extra lives, the nade and the floating spy thoooo, i wonder what our connection method was here
I'm pretty sure we did use xlink that day for wicked compatibility haha!
Here's the quick rundown of that 1:40 nade and how that happened.
How this game renders the objects depends on lots of variables and the coordinates of the dynamic objects such as the players require constant communicatation and updates between the players through the host.
If you were to experience sudden spikes to the connection, what you see and what goes through the host's perspective may vary significantly.
When you launched that nade, the other merc was clearly to your right and your reticule was unobstructed HOWEVER in the hosts perspective the merc was right in front of your reticule, bouncing the nade off of him towards you yet the game clearly rendered that scene completely different based on the data from you.
Long story short, CT magic... 😂
Thank you for the detailed reply! I know this also happens on Xbox via Insignia or PC vesion via Radmin at times as well.