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Tweaking the New Netcode Client Tweaking the newest Netcode (Client) So that you understand the method by which the server is compensating for your lag today, and... what is that? You don't like it? Well never fear, you can turn it off for just yourself while some who perform better with it can render it on. Valve has contained many alternatives that you setup the netcode the way you perform best. Let us get started. Cl_lc X - This tells the server you're playing on whether or not you want lag damages. If you find that lag compensation stinks for you, putting this to 0 will probably get rid of it to you, allowing you to play by your latency. It defaults to 1. Cl_lw X - This controls if the weapon animations/sounds are performed client-side. If that is enabled (cl_lw 1), then the animations and sounds are performed client-side, the minute you shoot the rifle (instead of awaiting the server to confirm it). There are disadvantages and advantages to this. If left off (cl_lw 0), then you are going to realize the gun firing as your lag allows, which also means you are going to observe the gun fire in sync with the hits. The trouble with this is that if abuse reimbursement is on, you will not have any bullet marks to adjust your aim by until it's way too late. This will work against you with random-trajectory weapons, for example Counter-Strike's AK-47. The problem with turning it on is that your system has to generate the random twist and inaccuracy. As a result, the bullet marks/kick being exhibited will probably not lineup with those that the server is intentionally creating. If you're shooting a highly incorrect weapon (once more with CS's AK-47 for instance), bullets that seem to hit may not really strike, and bullets that don't appear to hit might wind up hitting anyways. We advise that you leave this on if you'r.. .