Wonder how people get insane headshots in TF2? Here's how

If I am correct it is a bannable offense when you have something to show the hitboxes while playing a game... Dont quote me on it though.
 
I was thinking more about turning off lag compensation

Considering you have to be running the server to do this as an option, as far as I know, no. By default the option runs only while you spectate, but it's a server option to do it all the time.

I'm 99.9% sure you can't just go into a game and toggle this off. It makes no sense, since how would that affect other people vs you. It's really all or nothing, which is why spectators have lag compensation disabled and see everything the way it really is: they don't affect the game world at all. :p

Maybe I'm wrong though!
 
You see this in every game. If the person is moving you shoot in front of him.
 
It is an exploit if you run wireframe in game. The video is showing you where the hitboxes are relative to the model to help you understand why some shots hit and why some don't.
 
Yeah with the delay and the actual peoples heads being a "box" you can shoot slightly near the head and it will be a HS, also if you shoot ahead of people while they are moving, your crosshair will not seem on target but most of the time it will infact be a HS :P
 
I play sniper a lot and this video does explain why I get some headshots I don't think I should have gotten and don't get some I think I should have.
 
I think this also explains how you can still get shot when finding cover (around a wall, behind a rock, etc). I couldn't believe it was lag, as my ping is generally good (~40 or so). Nor were they lagging. So it maybe robbing you of what seems to be on-target headshots (or just shots for the non-snipers) but it's also aiding in getting what should not be kills.
 
cl_lagcompensation is a client-side variable that is active by default and basically tells the server to notice what the conditions were from your perspective when you shoot at someone (not counting projectile weapons) to decide how to assign damage. It allows players to aim for the models of their targets and be confident their shots will register as hits. The downside is that players can sometimes receive damage that doesn't jive with what they see on their screens, since lag compensation depends more on the attacker's perspective. This applies to more than just snipers (e.g. face stabs anyone?).

In many other games, leading your shot is required to hit anything at all. For many players used to this perspective, disabling lag compensation allows them to play "normally."

The purpose of the video was to demonstrate what lag compensation does and how players can receive damage that doesn't jive with either their or the spectators' perspectives. Using the command cl_lagcompensation (0 or 1) does not show the hit boxes. Disabling it forces you to shoot at invisible hit boxes, which tends to be a major disadvantage for all but the most hardcore, old-school fps players who can't stop themselves from aiming that way.
 
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i haven't played a game yet that didn't wok in that manner. most of the time, you have to anticipate where the other player is going to move, and the shot hit every time. you don't need a wire frame to tell you that. :)
 
just for the record 99.999999999% of you play this game where you have to hit the character model, not the first one shown where you have to hit the invisible hitbox. just in case if anybody was confused.
 
Same here, I'd be hiding behind a wall and somone would headshot me, ticked me off. Least now I know why.
 
that's because of lag compensation favoring the attacker.

i just hope you guys aren't thinking of the hitbox separated from the model and going OH THATS WHY because that's not the game you play.
 
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