Catch players who shoot faster than the weapon allows, without punishing a bad connection
The server must refuse shots that come faster than the weapon should fire. But a shaky connection delivers honest shots in clumps, and a strict check throws away real ones. This entry shows a check that is fair to jitter and still stops a modified client.
Why this works
Honest messages arrive bunched and late, so measuring the gap between arrivals blames the connection. A schedule of when the next shot is due, with a small allowance, forgives the jitter while the long-run pace can never beat what the weapon allows.
When not to use it
Skip it for weapons with no rate to cheat, such as single-use items or turn-based shots, and for private games among friends where a hacked rate does no harm. Where cheating is serious, weigh this check together with other signs, never alone.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 24 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Catch players who shoot faster than the weapon allows, without punishing a bad connection" (read_entry fire-rate-check-tolerates-bunched-packets) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP