COD: MW2 Thread

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dub

Feb 12, 2002
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But as far as FMJ, I think it just makes shooting through walls easier. Not sure on the extra damage.

Indeed. The FMJ only increases damage to targets behind cover.
FMJ doesn't have any effect on targets who are in the open.
 

Kantham

Fool.
Sep 17, 2004
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The killcam in MW2 is balls compared to MW1. But as far as FMJ, I think it just makes shooting through walls easier.
Indeed. The FMJ only increases damage to targets behind cover.
FMJ doesn't have any effect on targets who are in the open.

Yeah, I thought it was a substitute of Deep Impact.

As for the killcam being BS, it's all thanks to P2P. Here's something I've been experiencing a couple of times, obviously lag-related, I'd guess the person with the highest ping achieves the kill. For some reasons, I've seen people with 2 ping bars (would that be 300 ms?) being nearly untouchable, yet they were totally succeeding.

exampledd.jpg
 
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Capt.Toilet

Good news everyone!
Feb 16, 2004
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Ottawa, KS
As for the killcam being BS, it's all thanks to P2P. Here's something I've been experiencing a couple of times, obviously lag-related, I'd guess the person with the highest ping achieves the kill. For some reasons, I've seen people with 2 ping bars (would that be 300 ms?) being nearly untouchable, yet they were totally succeeding.

exampledd.jpg

And that is why I instaskip the killcams now as I rage pretty hardcore when I see what they see. Plenty of times I was behind cover, but according to the dildocam I was still out in the open eating their bullets.
 

T2A`

I'm dead.
Jan 10, 2004
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Richmond, VA
CoD4/MW2 uses latency compensation and does so using the exact same principle as UTComp's newnet for UT2004. The only difference is the CoD one is professionally coded into the engine and thus performs better.

You will never be able to escape "lame" deaths like this unless a game doesn't use such latency compensation. It's a pros vs. cons thing -- the latency compensation clearly makes the game better and easier to play but you're going to have to put up with some bullsh*t from time to time.

It's not that the higher ping guy always gets the kill. Let's look at an example: You're pinging 100 and an enemy is pinging 200. You see the guy and start firing at him at the exact same time that he starts firing at you (from your perspective).

Assuming both of you have aimed perfectly and everyone's bullets are on target, he will get the kill every time. Why? Because while from your perspective you two started firing at the exact same time, in reality he started firing 100 ms before you.

Such is the spoils of latency compensation. Without it you would have had an advantage because the server would react to your actions 100 ms before him, but since the latency compensation works, you two are on even ground. He merely out-played you in this instance.
 

Kantham

Fool.
Sep 17, 2004
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Thanks for the explanation T2A. I kinda figured they had their netcode in a way that unique people with high latency would be "evened" out.

A lame example of how bad it can be, I recall some dude in Favela, he was only running around with dual 1887's killing the crap out of everyone with probably 300 to 400ms. the guy was warping around, however, perfectly able to kill us like it ain't no thing. So in result, we couldn't get him at all. His friend told me he was in Hawaii. I didn't buy it. :)

By the way, would having dedicated servers solve that? I assume they'd get rid of it as it isn't needed.
EDIT: You said COD4/MW2 use that netcode, does that implies COD4 PC also had the same netcode, or was it just for the console versions? My point is that, I don't recall anything like that happening on dedi's.
 
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ambershee

Nimbusfish Rawks
Apr 18, 2006
4,519
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Nomad
sheelabs.gamemod.net
Without it you would have had an advantage because the server would react to your actions 100 ms before him, but since the latency compensation works, you two are on even ground. He merely out-played you in this instance.

This both is and isn't true. There's also the time difference in not only reaction time, but also when each player could actually physically see the other. This is a greater advantage than the simple time advantage.
 

Defeat

GET EM WITH THE BACKSMACK WOOOOO
Apr 2, 2005
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Illinois
www.google.com
If people with high pings had huge advantages I'd be pro :c

As for Stopping Power it was probably never changed from MW1 so it's +40% more damage to your weapon. Designed to make weapons kill in 1 less shot.
EDIT: You said COD4/MW2 use that netcode, does that implies COD4 PC also had the same netcode, or was it just for the console versions? My point is that, I don't recall anything like that happening on dedi's.
It did happen but not to the extent of MW2 since in MW1 everyone's pings were much lower.
This both is and isn't true. There's also the time difference in not only reaction time, but also when each player could actually physically see the other. This is a greater advantage than the simple time advantage.
Indeed, the people with the lower ping can see me much earlier most of the time. Say we are both heading towards a corner he will see me first and kill me just as I see his arm come around the corner. Of course it also works the opposite way as in I can see someone running around a corner away from me and shoot them with them being around the corner already on their screen. However I find having that advantage doesn't make up for the disadvantages everywhere else in game.

Also, if the netcode is the same as MW1s then there is a 50ms area where if both people are <50ms apart from each other in ping the game will wait for the slower person. If player A has a 50 ping and player B has a 90 ping and they both see each other at the same time and fire at the same time, the person who hit the most bullets will win, not the person with the lower ping.
 
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NRG

Master Console Hater
Dec 31, 2005
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As far as I can tell, the new netcode is simply just the old lag-compensation notched up to a new level. It's especially noticeable to us PC users because of our loss of dedicated servers and the hit detection has become nearly clientside.

In UT, you had to aim in front of your targets because the server will largely dictate where you and your hit positions are. In Modern Warfare it is now much closer to the opposite. Much more of it is decided based on the information sent to the host to reduce network traffic.
 

SleepyHe4d

fap fap fap
Jan 20, 2008
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So basically, fire up torrents and start pwning.

Actually I did that without realizing it once and was kicking ass, but wondering why everyone else was acting weird... till I got kicked for being a terrible host.

That's another thing... why the hell did it choose me as the host? Does it choose the person with the worst connection? :lol:
 

Kantham

Fool.
Sep 17, 2004
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Nope, never played it but yea, that is true, real G18s are classed as such

The reason because I said Handguns is because they are much harder to use than the Machine Pistols, and only Handguns can have the Tac Knife attachment (much faster knifing). Only the Handguns should have akimbo.
 
No clue if this was already posted here, and I'm not going through 61 pages to see either.

My game has been crashing quite a bit. I know running xfire + Modern warfare (1 or 2) is a no no. So I close xfire down, and it runs fine.

But sometimes the game will freeze up during loading a new map. It's also very jittery during game. Running the game on 16x12 with *extra* texture settings uses 859mb of ram at the loading screen. I dropped the textures down to *High* and it uses 583mb of ram, and the texture quality is hardly noticable (Especially since it's using the old engine still)

So just putting that out there for anyone.
 

SlayerDragon

LLLLLLLLLLLLLLLLLADIES
Feb 3, 2003
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No clue if this was already posted here, and I'm not going through 61 pages to see either.

My game has been crashing quite a bit. I know running xfire + Modern warfare (1 or 2) is a no no. So I close xfire down, and it runs fine.

But sometimes the game will freeze up during loading a new map. It's also very jittery during game. Running the game on 16x12 with *extra* texture settings uses 859mb of ram at the loading screen. I dropped the textures down to *High* and it uses 583mb of ram, and the texture quality is hardly noticable (Especially since it's using the old engine still)

So just putting that out there for anyone.

Dropping texture quality to high stopped that for me. I forgot about it until just now.
 

Kantham

Fool.
Sep 17, 2004
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Has anyone reached over 100+ kills yet? best i have seen is 85-8.

Domination. Frag limit on every TDM game is 75 for the entire team. So to see someone with 75 kills; his whole entire team would have to sit it out. People bragging about how many kills they've made in Domination is plain stupid.