Rubberbanding is caused when your client is in a different location than the server (meaning on your screen you are in location X and the server thinks you are in location Y), since the server always takes priority (in some actions, more on that later), you will be placed where the server thinks you are regardless of the location you appear to be on your screen. I said previously the server takes priority in most actions, some of those include but are not limited to player position, ability to vault, and ability to shoot the enemy, and your speed cap (how fast you can go, this requires a more in depth explanation though). Some that the server does not take priority over include proning, crouching, and unproning. Although I said server takes priority in ability to vault, sometimes vaulting will cause your server-side-player to readjust to your client-side-player (idk why yet). Also, you are allowed to vault further server side than client-side, meaning if you desync client side and vault while your server-side is not close to the object being vaulted, your server-side may still actually take the vault even if it is up to 5 meters as long as the vault isn't obstructed, this is because the server allows longer vaults than your client can physically reach.
Yap By: aGamingGamer
YOUR VOTELog in to vote