Upvote Upvoted 18 Downvote Downvoted
what the heck is this
1
#1
refresh.tf
0 Frags +

this happened

https://clips.twitch.tv/CuriousFaintSaladRalpherZ

never seen anything like it

this happened

https://clips.twitch.tv/CuriousFaintSaladRalpherZ

never seen anything like it
2
#2
-6 Frags +

happens a lot i think its a server thing

happens a lot i think its a server thing
3
#3
0 Frags +

spooky

spooky
4
#4
9 Frags +

collaide collides

collaide collides
5
#5
-31 Frags +

When there are a lot of players in a server it happens. I'm pretty sure I was the first to exploit it but w/e, 2 players can merge, which in return makes the whole server glitched - enemies can go through each other, you can enter enemy spawns etc. Example.

When there are a lot of players in a server it happens. I'm pretty sure I was the first to exploit it but w/e, 2 players can merge, which in return makes the whole server glitched - enemies can go through each other, you can enter enemy spawns etc. [url=https://www.youtube.com/watch?v=1ViwMxH-Nuw]Example[/url].
6
#6
17 Frags +

The servers "framerate" dropped signficiantly which also dropped how often it updates to something pretty low even if for only 1/5th of a second. Due to this really low update rate it predicted where 2 players would be but didn't check for them to have collided with each other so it put both of them in the same area where they end up stuck to each other. This is also how sometimes on super shitty server 2 sniper CAN kill each other with hitscan. This is a big reason why you want servers that can sustain high update rates, not usually a problem in TF2 but games like battlefield where a 64 person server in a large map that can have huge map changing events and even small ones all across it at the same time you'll notice similar issues caused by low server update rates. For anyone that player battlefield4 in 2013 and early 2014 the low tick rate is why people used to kill the person who killed them ALL the time.

I still remember bf4 players rejoicing when the game got updated from 10tick to 30tick and again when it got 60tick like 4 years after release.

The servers "framerate" dropped signficiantly which also dropped how often it updates to something pretty low even if for only 1/5th of a second. Due to this really low update rate it predicted where 2 players would be but didn't check for them to have collided with each other so it put both of them in the same area where they end up stuck to each other. This is also how sometimes on super shitty server 2 sniper CAN kill each other with hitscan. This is a big reason why you want servers that can sustain high update rates, not usually a problem in TF2 but games like battlefield where a 64 person server in a large map that can have huge map changing events and even small ones all across it at the same time you'll notice similar issues caused by low server update rates. For anyone that player battlefield4 in 2013 and early 2014 the low tick rate is why people used to kill the person who killed them ALL the time.

I still remember bf4 players rejoicing when the game got updated from 10tick to 30tick and again when it got 60tick like 4 years after release.
7
#7
-15 Frags +

This is not the only reason. I have tested this around 3 years ago, on a server with 2 people it happens pretty reliably solely on very certain spots of the map. It happens in single player, too, given that both players are at the correct place.

This is not the only reason. I have tested this around 3 years ago, on a server with 2 people it happens pretty reliably solely on very certain spots of the map. It happens in single player, too, given that both players are at the correct place.
8
#8
9 Frags +
ComangliaThis is also how sometimes on super shitty server 2 sniper CAN kill each other with hitscan.

i traded kills with a mini sentry as scout (scatter) on a casual server the other day. never seen that happen in 6 years of playing

[quote=Comanglia]This is also how sometimes on super shitty server 2 sniper CAN kill each other with hitscan.[/quote]

i traded kills with a mini sentry as scout (scatter) on a casual server the other day. never seen that happen in 6 years of playing
9
#9
-5 Frags +

i dont know what it is but im pretty sure it will get you banned in etf2l

i dont know what it is but im pretty sure it will get you banned in etf2l
10
#10
0 Frags +
VisThis is not the only reason. I have tested this around 3 years ago, on a server with 2 people it happens pretty reliably solely on very certain spots of the map. It happens in single player, too, given that both players are at the correct place.

I guess it is feasible that 2 players could "wallbug" each other for short instances.

Then again MGE as a map is a lot harder on servers than pretty much any other map that's played regularly. All those arenas need to be rendered constantly by the server not to mention the scripts (within the map) required for MGE to work properly, so to a server MGE can be to much to handle especially if said server is already oversubscribed by the server provider.

[quote=Vis]This is not the only reason. I have tested this around 3 years ago, on a server with 2 people it happens pretty reliably solely on very certain spots of the map. It happens in single player, too, given that both players are at the correct place.[/quote]

I guess it is feasible that 2 players could "wallbug" each other for short instances.

Then again MGE as a map is a lot harder on servers than pretty much any other map that's played regularly. All those arenas need to be rendered constantly by the server not to mention the scripts (within the map) required for MGE to work properly, so to a server MGE can be to much to handle especially if said server is already oversubscribed by the server provider.
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