GreEn`mArine wrote:The problem now is that zooming is done entirely on the clientside. Some players have already been doing it this way by having their own scripts that set their FOV (field of view, the "fov" variable in the console) to a low value.
Ahhh... I didn't know that would work that way. I guess it makes sense because the engine scales the FOV over the entire screen.
GreEn`mArine wrote:
Such variables like g_balance_nex_zoom_damage are serverside variables and indicate, or well, assume, that the server does have entirely control over this.
Of course the clientside-code has some threshold of a FOV value where it thinks that the player is in zooming state atm - and it could send this information to the server. But this is unreliable imo and the info that a player did the shot while zooming might not reach the server. This makes the concept void that a server is always right about the decision how much damage to deal.
Actually, it seems more likely that people would want to report to the server that they were zoomed when they weren't, leading back to the original problem of too much damage when not zoomed. If that's the way it's handled, it's just broken and probably needs to be redesigned as two separate weapons. I wonder how Valve did it for the Half-Life crossbow, since that's pretty much the behavior that would be appropriate.