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There are lags, thats what it probably is. not hit detection issue. as f or people killing you before you can see them, well... thats why you move around on foot carefully if youre by yourself. it takes just a few bullets to get killed. if someone has you marked from a distance, youre most likely to die before seeing who shot you. thats how the game is.
Clientside hit detection is probably the dumbest thing DICE has ever done. I will never understand why they did that.
Poor choice on DICE's part, things likegetting shot around corners in the Betahad me in a CODdeja vu. If the released game has similar issues thats not even a shame thats unfortunate and a step backwards.
Hope these issuesget resolved...
The hit detection is very lame, put 41 rounds into one person and they did not die but I died from 3?.
41 one rounds? O rly?The hit detection is very lame, put 41 rounds into one person and they did not die but I died from 3?.
Ballroompirate
I don't own BF3, but no way are they amateur enough to use client-side hit detection. Too easy to cheat such a system.
You're probably referring to "time rollback" where the server checks if a hit landed on a client during the instant he fired it, back in time a couple hundred milliseconds, usually with some kind of reasonable limit (like 200 ms.) The effect is similar to client-side hit detection in most cases, but it's not the same thing. Hit detection is strictly done server-side in this case.
Sure it's frustrating to die "around a corner" to someone with a ping higher than yours (it was a legit kill on their screen), but the reverse would be even more frustrating (having to lead your targets with no ping compensation, or shooting at someone who is about to round a corner on your screen and having nothing happen.)
[QUOTE="Ballroompirate"]41 one rounds? O rly?The hit detection is very lame, put 41 rounds into one person and they did not die but I died from 3?.
Am_Confucius
Yes from the M249 (with a grip and sight), did the same to a friend who unloaded someone with a M16.
lag slows your fps or even freezes you screen.with lag you see people skipping all over the place and your gameplay becomes really choppy. at a steady 40 fps with a smooth gameplay it's not lag it's the fact that the 2 clients are not in sync. it's the fact that on his screen your new position was not updated and since he was still hitting you (on his screen) he killed you. the server does not check to see if on your client you made it behind a wall, as long as his client says he was hitting you you get killed. that is what client side hit detection does. with server side detection it's the server that cross references your location informations and his information and decides where you actually were and if you got hit or not. the one with less ping has the advantage. with client side detection it doesn't matter how good a ping you have. if there is a large disparity between you and your enemy's ping either you or him will run into these problems. morenosubaI haven't encountered that kind of lag, must be lucky I guess, ditto wtih bullets around corners. I have just experienced a person kill me when I returned fire at point blank range only to see a 0% health on the person that killed me still moving around. Regardless, still a fun game.
I haven't encountered that kind of lag, must be lucky I guess, ditto wtih bullets around corners. I have just experienced a person kill me when I returned fire at point blank range only to see a 0% health on the person that killed me still moving around. Regardless, still a fun game
yes, i've also had that happen. i've snuk up on an enemy and aunloaded a good 5/6 shotts on him from 6 feet away only to have him turn arround and kill me in 2 shots. none of my hitts registered and he was still at 100% hp. this of course doesn't happen as often as bullets arround the corner. the only fix i can possibly think of is that games will have a cap on how much ping difference is allowed. basically if you have more then 50 ping you get kicked or something. tihs of course would suck for people that can't find any server with less then 50 ping. or maybe make such servers optional where, if you choose these "ping optimized' servers, you can be sure that anyone with more then 50 ping will get kicked. either way i hope they find some sort of a fix.
I played BF2 for years and the hit detection was horrible. Seems like they haven't fixed it. BF games have this problem since the maps are huge. Warcraft has the same problem. Go load up two characters in the game on two different computers. They won't be standing where you think they are on the screen. Olimar_the_MinThe hit-detection is bad because the maps are big? Wha?
I haven't encountered that kind of lag, must be lucky I guess, ditto wtih bullets around corners. I have just experienced a person kill me when I returned fire at point blank range only to see a 0% health on the person that killed me still moving around. Regardless, still a fun game. Thats because what he described isn't lag. Lag doesnt have anything to do with fps. What he described as not lag is actually lag, its when there's a noticeable delay between when an action is taken and the response. In this case, its when the data that hes behind cover gets sent from his game to the shooter's game that has lag.[QUOTE="morenosuba"]lag slows your fps or even freezes you screen.with lag you see people skipping all over the place and your gameplay becomes really choppy. at a steady 40 fps with a smooth gameplay it's not lag it's the fact that the 2 clients are not in sync. it's the fact that on his screen your new position was not updated and since he was still hitting you (on his screen) he killed you. the server does not check to see if on your client you made it behind a wall, as long as his client says he was hitting you you get killed. that is what client side hit detection does. with server side detection it's the server that cross references your location informations and his information and decides where you actually were and if you got hit or not. the one with less ping has the advantage. with client side detection it doesn't matter how good a ping you have. if there is a large disparity between you and your enemy's ping either you or him will run into these problems. ZombieJesus007
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