I used to play a lot of Americas Army before coming to this mod and I am wondering how the "Hit Registry" works in this game. In Americas army you had to account double of what you would normally aim in real life because the bullets take a while to hit the target, even in low-ping servers). This was called "Lag Shooting" and you had to adjust to it every time you shoot your gun (even if hes an arms-length away from you).
I read somewhere that PR has bullet drop which I dont think was in the vanilla BF2, so maybe you guys also modified how bullet hits work. So is shooting a 1:1 ratio? Do I need to compensate for distance and aim further ahead of the target the more far back I am?
Is there lag shooting?
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Weebz
- Posts: 69
- Joined: 2008-07-25 22:00
Re: Is there lag shooting?
If you're asking whether you have to adjust you aim for lag in the game, then I wouldn't think so. I don't think i've ever had to adjust fire for lag issues. As for bullet drop, I dont' think it's very big issue unless you're sniping. Still, then it has to be farther than 600 meters out, due to the rifle's zero. Most of your engagements in PR that i've found are going to be in the range of 50-350 meters out, depending on the map.
I don't know, this is just me. You just get used to how you're supposed to aim when you start playing it enough.
I don't know, this is just me. You just get used to how you're supposed to aim when you start playing it enough.
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tntkid22
- Posts: 110
- Joined: 2010-12-21 18:45
Re: Is there lag shooting?
instead of lag shooting shoot normally. the only "lag" that there is, is when you hit someone sometimes it doesnt register because of the lag. they'll "twitch" but not get hurt. you can tell the difference because if you hit and wound they'll twitch, if you hit and it lags so it doesn't hurt them they'll twitch and dust will bounce off them.
hope it helps. AA was my first game back in the day. <3
hope it helps. AA was my first game back in the day. <3
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PaveHawk
- Posts: 240
- Joined: 2005-10-28 08:09
Re: Is there lag shooting?
You may want to watch this. And welcome to the forums.
Project Reality: Marksmanship and Deviation Tutorial on Vimeo
Project Reality: Marksmanship and Deviation Tutorial on Vimeo
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Truism
- Posts: 1189
- Joined: 2008-07-27 13:52
Re: Is there lag shooting?
None of these answer the question, which is how netcode effects hit registry, and what system BF2 uses for hitreg.
The answer is as follows:
BF2 handles hitreg server side, but shows all impacts and the like client side. When you shoot, you will get a instant response at the point of impact in the form of a puff of dust because your computer rendered it when you fired. Your computer then sends the trajectory of the bullet to the server and the server checks to see if anyone was in the way of it.
Of course, the server has a different version of the world to you since it's a composite of everything that's happened in the game since it last updated you (described as your latency in milliseconds). As a result, no models will be where you see them, and the trajectory which took it into a target in your version of the game world (client side) does not take it into a target in the server's version of the world.
To get around this, BF2 client predicts where it thinks everything will be based on what the server last told it. It assumes you have a ping of 100 and puts everything 100ms ahead of where it was last told it was based on its speed etc. Of course very few people have an actual ping of 100 all the time.
In practical terms, it means if you have a ping below 100, you have to reverse lead your targets (aim behind their movement, aim at the point where they were 100 milliseconds minus your ping ago). If your ping is over 100, then aim where they will be in your ping minus 100 milliseconds.
Again, in practical terms this means hitting a fast moving object like a jet or a helicopter involves aiming off the model completely, as shown in a few VBF2 videos on youtube involving TV missiles and helicopters.
Good luck, and the enemy model will twitch and have dust whether the hit registers on both client and server or only client. There's really no good way of telling unless they go down.
(Edit: I don't even play this game anymore, I'm only here to post in a thread about why I don't. Why am I the one explaining BF2 mechanics to a new guy?)
The answer is as follows:
BF2 handles hitreg server side, but shows all impacts and the like client side. When you shoot, you will get a instant response at the point of impact in the form of a puff of dust because your computer rendered it when you fired. Your computer then sends the trajectory of the bullet to the server and the server checks to see if anyone was in the way of it.
Of course, the server has a different version of the world to you since it's a composite of everything that's happened in the game since it last updated you (described as your latency in milliseconds). As a result, no models will be where you see them, and the trajectory which took it into a target in your version of the game world (client side) does not take it into a target in the server's version of the world.
To get around this, BF2 client predicts where it thinks everything will be based on what the server last told it. It assumes you have a ping of 100 and puts everything 100ms ahead of where it was last told it was based on its speed etc. Of course very few people have an actual ping of 100 all the time.
In practical terms, it means if you have a ping below 100, you have to reverse lead your targets (aim behind their movement, aim at the point where they were 100 milliseconds minus your ping ago). If your ping is over 100, then aim where they will be in your ping minus 100 milliseconds.
Again, in practical terms this means hitting a fast moving object like a jet or a helicopter involves aiming off the model completely, as shown in a few VBF2 videos on youtube involving TV missiles and helicopters.
Good luck, and the enemy model will twitch and have dust whether the hit registers on both client and server or only client. There's really no good way of telling unless they go down.
(Edit: I don't even play this game anymore, I'm only here to post in a thread about why I don't. Why am I the one explaining BF2 mechanics to a new guy?)
Last edited by Truism on 2011-02-22 08:03, edited 1 time in total.
SSGTSEAL <headshot M4> Osama
Counter-Terrorists Win!
Counter-Terrorists Win!
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Atkinson
- Posts: 357
- Joined: 2011-02-10 21:02
Re: Is there lag shooting?
Sounds like the system in Red Orchestra. This would mean that doing zig-zags would make u hard target cos the prediction system would not keep up with u changing direction every second.Truism wrote:
To get around this, BF2 client predicts where it thinks everything will be based on what the server last told it. It assumes you have a ping of 100 and puts everything 100ms ahead of where it was last told it was based on its speed etc.
In RO u can actually see tanks jumping backwards 5-10 meters cos the prediction system + huge ping.
Good thing about that system is that when u get behind a corner, u are safe. So not like in Source engine where you get shot even though u are behind a corner, cos the shootable mode what everyone else seesl is ~100ms behind what you see in the game.
YouTube - RnL actual player vs model and lerp values
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Truism
- Posts: 1189
- Joined: 2008-07-27 13:52
Re: Is there lag shooting?
Not many games have had good hitreg in quite a while. It's not marketable, and is only evident after a lot of playtesting, by which time the bulk of sales are done. I've never been able to understand why there was such a huge push a few years ago in favour of server side hitreg, but in every case it's been terrible. Cliend side hitreg hasn't been great either, but it's still worlds better.
SSGTSEAL <headshot M4> Osama
Counter-Terrorists Win!
Counter-Terrorists Win!
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Atkinson
- Posts: 357
- Joined: 2011-02-10 21:02
Re: Is there lag shooting?
Client side hit reg would make cheating a lot more common. Or so i have understood it from this text:
Source Multiplayer Networking - Valve Developer Community
Source Multiplayer Networking - Valve Developer Community

