DJINN leukoplast
Hellstorm Inc League of Infamy
362
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Posted - 2013.04.01 04:33:00 -
[1] - Quote
Kane Fyea wrote: A dedicated server is no different than a client that is "dedicated" to the server position in COD or Halo... Yes lag switches work in this game.
Technically you can lag a dedicated server... But you need to host it to do it... Or hack it.[/quote]
Killzone 2 had dedicated servers hosted by Sony, and anybody and their grandmother could use a lag switch on the game (granted they knew how to cut a wire and attach thus wire to a light switch). KZ2 had full blown lag switch capabilities too, flip the switch, run around, shoot some frozen people in the head, flip it back they all drop dead and you teleport across the map.
I haven't tried lag switching in Dust, probably never will due to potential banning. But I can tell you, when my household bandwidth is taxed and I am playing Dust, the game is almost unplayable. Constantly rubber banding and getting stuck on objects, all blue-shields all the time, still getting hit while behind cover even though I have been in cover for several seconds, etc etc etc.
While there has been several dubious kills on me in this game, I seriously doubt any lag switch is able to function in a positive way in Dust. Perhaps it is possible with 555 timers and shorting wires, but I'm certainly not going to try.
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DJINN leukoplast
Hellstorm Inc League of Infamy
365
|
Posted - 2013.04.01 11:17:00 -
[2] - Quote
Ten-Sidhe wrote:If the calculations are done server side, the switch won't work. If the server is dedicated, but each client does all the calculations locally the switch would work since it would just send all the packets at once and teleport around.
Client side calculation has less lag and easier on server hardware if any, lag switches work. Server side calculation has more lag, but harder to cheat without hacking into the server.
Dust does to calculations on the server and overrides the client if there is a conflict between them, like the rubber banding back when lagging.
If there is a dedicated server, but client does calcs and server trusts data sent to it, lag switches sending packets all at once would allow tele-porting around and firing whole magazine of sniper shots at same time and other nonsense. Sad to hear Killzone 2 did it like this, picked it up used recently and haven't tried online play yet.
Peer to peer with a host player that is the server, if calcs are done server side only host can lag switch and if done client side all could use lag switch. Host could do all kinds of hacks to see through walls, lag switch to freeze enemy movement when aiming, ect.. I try avoiding games that use this system.
A lag switch in dust would make your shots not fire while it is on and all movement would rubberband back to starting point when it reconnected. Other players would see you standing still doing nothing, and their shots would register. When you turn lag switch off your client would find out about the damage you took and update your health.
It was fixed in Killzone 3, but not sure if KZ2 still has the same vulnerability or not. Haven't played that game online for several years now (was one of the best online FPS games of its time though, CCP could learn a thing or two from KZ2's Warzone mode). Also, KZ2 and Dust were/are the only FPS online games on PS3 that I have played which allowed in-game music!
I played KZ2 from release for quite a while, and surprisingly there was very few who realized such a vulnerability existed. Probably due to the majority of players coming from COD and not realizing lag switching worked (since it doesn't in COD unless you are host).
But wow, lag switching in KZ2 was so easy, and using a few key techniques I was able to customize the lag. I could freeze other players for myself, while to them I was still moving normally. Which made stealth lag switching very easy to pull off. Only tip-off was the massive multi-kills I managed to get in a split second when I re-connected (think orbitals) .
Could only pull off a 4-6 second lag window without being disconnected, but if timed right, I could do massive damage (frozen targets + headshots = win).
Yes it was dirty rotten cheating, but as the saying goes... power corrupts, and absolute power corrupts absolutely. I had the ability to take out anybody I wanted when I wanted, and while I played normally 98% of the time and refrained as much as I could from using my power, if I got to my breaking point, then I would resort to dirty tactics to fulfill my revenge. No mercy.
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