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  • ^MAROFEL.ANDR!C0-TTV^^MAROFEL.ANDR!C0-TTV^ Posts: 887Player
    edited May 2016
    - Sliding issues stopping you mid slide.
    - Controlling recoil better when standing then sitting (AK-105).
    - CQB (Mostly when walking into him) it might happen you just shoot straight true him.
    - HitReg failures from time to time (Client to Serv Dsync?).
  • -SD-DELTON-ACI--SD-DELTON-ACI- Posts: 1,548Player
    Its like some bullets just don't register.
    gKQ6BB2.png
  • ]B4n4nA[JoG@ry]B4n4nA[JoG@ry Posts: 221Player
    maybe some videos of hit box errors would be helpfull. that way it can be slowed to check in detail.
  • Duke_AudiDuke_Audi Posts: 348Beta Tester
    -Flops-: i have noticed after update you can drill a whole clip into someone and they keep on coming , like the terminator . I just put it down the 1 step forward 2 steps back patches.

    Whenever I have one of “those” moments I record it. Later, I’ll go back and review my videos. Most of the time I’ll see that, in slow motion, my rounds weren’t hitting where I thought they were during game play. I often use paint ball mode as it’s easier to see where the rounds land. I have proven to myself that my aim isn’t as good as it should be. Also, that at times “lag” does play a very big part in both my hitting a target and being hit.
    However, I’ve had moments that made no sense. As flops says, I’ve put numerous rounds into an OpFor yet seem to do no real damage. Most recently I hit the NME with a single shot gun blast from a distance. Soon thereafter I hear him bandage and make a joke, “What’s that sound?” To which he replies, “That’s the sound of me being at zero percent health. I just bled right to the bottom.” An instant later he clears a corner right in front of me and I have to shoot twice as the first round didn’t drop him. I’m dang near point blank and he’s got zero health. One pellet should have ended him let alone eight. But, I had to hit him a second time to drop him. Wasup wit dat?
    -SD-DELTON: Its like some bullets just don't register.

    Been there, shot that! Recently while UMM testing we discovered that while both were crouched in specific areas the NME could see the top of my head but could not see his. Further more from his POV my shots did not register sound, suppression or wall decals. Whereas from my POV all seemed normal. However, when I stood up I could see the top of his head crouched and shots over his head registered sound, suppression and wall decals. Go figure, eh?
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  • ]B4n4nA[JoG@ry]B4n4nA[JoG@ry Posts: 221Player
    edited May 2016
    if you are closer to a wall and your enemy further from that wall then to player further can see the player closer while player closer can not see player further if that makes any sense what so ever lol
    It to do with the way FPS games and AAPG in particular simulate where a players line of sight originates and basic trigonometry. Basically it means in right situation you can see a players head while he cant see yours. there some articles in google about it. will look them out. As for the rest I have no idea :)

    ps. found this video. it not best description I have seen but it gives a idea of whats happening. Start at 2min.
  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    edited May 2016
    I have definitely noticed what a lot of people have noticed and are talking about in this thread. Seems like players are eatting bullets more often than before. And I have noticed there is some screwy with slide on occassion like 10% of the time. I also don't play very much. I find 12v12's to be a lag fest lately even though I have high FPS and low ping I will die behind corners, walls, cover, etc...or have no registration and I am not the only one experiencing this stuff since the latest patch. Perhaps something is wonky with the lag compensation in this patch?

    Possible slide bug repro = 2 players sliding at same time in server causes wonky slides.
    Pie charts + Graphs= Very Bad.



  • ModtoolsModtools Posts: 282Player
    edited May 2016
    i can say its all based on timedelay, latencydifferences of the players, view angles and some more.
    The sliding you do is an hardcoded animation, sometimes it is not played til the end because the player moves on and the signal your client is sending reaches not the server. So it seems that a player is already in the position you are shooting on but he is not there anymore.

    There is also the ability to enable serversided hitdetection that s a way too where your gameplay is manipulated from the server. Even if you have a low ping the signal your client sended, needs two til threetimes so long to take afect. If you have a ping of 30-50ms the reactiontime of the server and the visualization by your client is around 60(100)-90(150)ms that s a huge time in connected world.
    Its 200 times sending a link in on a homepage or 10times sending a email of 100words.

    Clientsided hitdetection has the problem that it is unfair cuz the latencydifferences (ping) between players will decide if a player is hitted or not. You can shoot e.g on a wall noone is standing (you have 10ms ping) and a player with 100ms ping is there but you are not displayed yet and you will not be displayed on his screen but he dies....

    So there are some way what can cause this issues.

    Gz Modtools
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