Lots of time when i throw the grenade it will teleport back when someone kill me, even when it already in the air.
I think when the animation show that the guy already throw the grenade it shouldnt sudden teleport back if they got kill right after.
Lots of time when i throw the grenade it will teleport back when someone kill me, even when it already in the air.
I think when the animation show that the guy already throw the grenade it shouldnt sudden teleport back if they got kill right after.
Sometimes when I drop an AP mine it will drop from hand to the ground and bounce right back into my hand. I think DF made them rubber, that’s why they are less lethal.
Maybe the official stuck the chewing gum on your hand after eating it
Most of the time that happens is if I am laying down. If I am on my last dude in a cap point laying down knowing I am about to get rushed, I will drop an AP mine where I lay so I know that I am going to die, but that someone who caps me will most likely be following me into the afterlife.
This is a common problem
So I prefer TNT
pretty sure it’s due to netcode
The animation of grenade throw isn’t perfectly synced up to server side due to network delay so it might look like you’ve thrown it already but the server state is different and that’s the only one that matters
So clientside it looks like you’ve thrown it already but authoritative server state comes through and says “tough luck, you’re actually dead already”
this is exactly it. server calculates what happens in server time. so having high latency on one or more players can make some clientside actions invalid.
here is example with exaggerated numbers:
player one has 500ms latency
player two has 500ms latency
player one kills player two in his client. half second later player two throws grenade in his client and server receives info from first player and calculates player two death. half second after grenade throw player two receives information from server that he was dead second ago and that he never threw grenade so client retroactively fixes it to situation that was there second ago.
this is one of the reasons why fighting against players with high latency sucks.
As others have stated; it’s netcode. While it’s frustrating to have the sort of thing you describe happen; I’ve played games with bad netcode, and I’ll take the odd irregularities over playing a game where the player with the highest latency wins. Trust me; it’s no fun when EVERYTHING rubber bands CONSTANTLY.
That sounds correct to me.
Desynch between client and server - server is the “true” picture - any time your client gets too far away from the server “reality” you get that sort of snap back.