CoD: Black Ops Servers

19:00 12th - 17:00 14th November 2010
Merson
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Re: CoD: Black Ops Servers

Postby Merson » Wed Oct 27, 2010 10:00 am

opus wrote:High ping in games like that is an excuse used by the underskilled

i lol'd. Difference is COD4 uses dedi's. MW2 uses P2P which is a different ball game when it comes to latency etc. Bad latency can really effect the whole game for everyone, especially if that one person is the host. Plus were not moaning about struggling to get kills etc. Just the direction of PC gaming in general.

It's fast becoming a popular means for game hosting as it requires very little overhead. With games like MW2 where you have nearly a million people playing on the 360 at any given moment this is not a problem as your always going to get a good game but others are not so lucky.

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Re: CoD: Black Ops Servers

Postby Josh » Wed Oct 27, 2010 7:06 pm

Ping affects kills in CoD6 more than any game, I like playing with a sniper and the amount of times i can see on my screen that I hit the target but due to my ping being so I high I don't get the kill it, gets annoying.

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Re: CoD: Black Ops Servers

Postby opus » Wed Oct 27, 2010 11:44 pm

Josh wrote:Ping affects kills in CoD6 more than any game


LOLZ, clientside hitscanning in CoD, you missed. Play Quake Live for a few hours and see if ping is less of an issue...

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Re: CoD: Black Ops Servers

Postby AlienX » Thu Oct 28, 2010 12:21 am

opus wrote:LOLZ, clientside hitscanning in CoD

Hell the best client-sided game was C&C Renegade, by far...

Every command you sent to the server it would process as the server requested it anyway, some examples of this:
  • You can change any value of weapon bullet damage in your CLIENT, and it would effect just you on multiplayer games and work perfectly fine, this includes reload time.
  • You can spawn any vehicle/object/player/Anything you like by running a proxy inbetween you and the server (or injection via dll methods directly into renegade)
  • You can change your current X Y Z position in the server's player array itself from your client, making you teleport when the server did a heartbeat/tick

The amount of fun times i had with hacking in that game, it was proper "LOLZ"

(Yes, random information ftw!)

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Re: CoD: Black Ops Servers

Postby Jani » Thu Oct 28, 2010 2:52 am

Multi Theft Auto tbh :roll:

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Re: CoD: Black Ops Servers

Postby AlienX » Thu Oct 28, 2010 8:59 am

Jani wrote:Multi Theft Auto tbh :roll:


Also a good comparison, but MTA ofc was built from something that was not intended to be multi player, and the only things you can really change without the anti-cheat having a moan is the... errm... hold on a sec, nothing?

Quite sure they patched it all up - atleast IJs was incharge of that.

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Re: CoD: Black Ops Servers

Postby iMess » Thu Oct 28, 2010 11:09 am

AlienX wrote:
opus wrote:LOLZ, clientside hitscanning in CoD

Hell the best client-sided game was C&C Renegade, by far...

Every command you sent to the server it would process as the server requested it anyway, some examples of this:
  • You can change any value of weapon bullet damage in your CLIENT, and it would effect just you on multiplayer games and work perfectly fine, this includes reload time.
  • You can spawn any vehicle/object/player/Anything you like by running a proxy inbetween you and the server (or injection via dll methods directly into renegade)
  • You can change your current X Y Z position in the server's player array itself from your client, making you teleport when the server did a heartbeat/tick

The amount of fun times i had with hacking in that game, it was proper "LOLZ"

(Yes, random information ftw!)


Yeh that was awesome. I may or may not have decided that I wanted to see stealth things.
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Re: CoD: Black Ops Servers

Postby Jani » Thu Oct 28, 2010 2:18 pm

AlienX wrote:
Jani wrote:Multi Theft Auto tbh :roll:


Also a good comparison, but MTA ofc was built from something that was not intended to be multi player, and the only things you can really change without the anti-cheat having a moan is the... errm... hold on a sec, nothing?

Quite sure they patched it all up - atleast IJs was incharge of that.


Speed hacking, health hacking ?

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Re: CoD: Black Ops Servers

Postby AlienX » Thu Oct 28, 2010 3:53 pm

Jani wrote:Speed hacking, health hacking ?


Is that thru modifying GTA's own files, or 3rd party apps tho?

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Re: CoD: Black Ops Servers

Postby Jani » Fri Oct 29, 2010 8:51 am

loltroffle

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Re: CoD: Black Ops Servers

Postby ShaneC » Sat Nov 06, 2010 7:59 pm


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Re: CoD: Black Ops Servers

Postby Guardsmon » Sat Nov 06, 2010 9:32 pm

Shane how the %^&* do you find this stuff?
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Re: CoD: Black Ops Servers

Postby Josh » Sun Nov 07, 2010 6:39 pm

Just played a bit of CoD and lagged like hell, so I decided to do a pingtest and this is was the result.

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I know its near peak time but its complete bs.

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Re: CoD: Black Ops Servers

Postby Merson » Sun Nov 07, 2010 6:51 pm

orange are shite for broadband, no offence. i was with them and there pings were terrible.

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Re: CoD: Black Ops Servers

Postby xconspirisist » Sun Nov 07, 2010 6:52 pm

Please go find better internets :) I used to get pings like that 10 years ago!


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