I’m actually pretty surprised they do client-side hit detection, I wonder how exactly they validate the hit on the server. It seems like it would require a lot of work to prevent cheating. What do you imagine that consists of?
I’m thinking they would need to check things like:
- is hit within acceptable distance of player that was hit (maybe compensate for latency here)
- is player dealing hit within range for weapon being used
- does player dealing hit have line of sight to the player being hit
Any other ideas for validation they could be doing? So far I guess that’s just two distance checks and a ray trace, so wouldn’t be very resource intensive. Still, I can’t help but think this would open the game up to a lot of cheating somehow. There must be other clever tricks being used.