Hit detection?
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Headless86
- Posts: 24
- Joined: 2014-04-08 14:27
Hit detection?
I dont know how that is possible but since 1 shot bug was fixed theres some kind of other bug on some maps/factions. Played Fools road as brits against militia, at some times i needed 5 clear shots to center of mass to kill enemy. Even straight headshots wont kill enemy. I already recognized that on some other maps aswell. Its weird. Anyone else having these issues? Is it because of registry or something?
Last edited by Headless86 on 2014-04-10 23:19, edited 1 time in total.
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Souls Of Mischief
- Posts: 2391
- Joined: 2008-05-04 00:44
Re: Hit detection?
What kind of ping were you getting at the time?
[img]http://imageshack.us/a/img585/3971/r0mg.jpg[/img]
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Headless86
- Posts: 24
- Joined: 2014-04-08 14:27
Re: Hit detection?
20-30 NEW server. Im from Germany
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saXoni
- Posts: 4180
- Joined: 2010-10-17 21:20
Re: Hit detection?
Yes, the hit detection has definitely become worse the past couple of patches.
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Headless86
- Posts: 24
- Joined: 2014-04-08 14:27
Re: Hit detection?
Just tried shooting sniper rifle on Kashan. On 200-300 metres not a single hit (Timberwolve) on stationary targets, i shot all rounds though. I usually kill running targets on that distance without major problems. Targets were in open field, no weird hilltop glitch or something (shooting from south bunkers on enemy that was trying to walk up there from south, they all went prone after being shot at by CAN Inf). Too bad i cant record that stuff. And no, i know how to shoot. Even tried waiting 7 seconds after each shot without moving crosshairs at all, as if it was a HAT or something. Also changed positions and tried while being prone although it doesnt matter usually. No effect. What could be causing that?
Is my game broken client wise may be? Can`t understand whats wrong recently, more and more incidents like that happening. Also read post in 1.1 Footsteps thread.
https://www.realitymod.com/forum/f252-p ... ost1997781
Edit: Ping was around 90-120 FCVPR
Is my game broken client wise may be? Can`t understand whats wrong recently, more and more incidents like that happening. Also read post in 1.1 Footsteps thread.
https://www.realitymod.com/forum/f252-p ... ost1997781
Edit: Ping was around 90-120 FCVPR
Last edited by Headless86 on 2014-04-10 23:55, edited 7 times in total.
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LITOralis.nMd
- Retired PR Developer
- Posts: 5658
- Joined: 2010-04-10 16:15
Re: Hit detection?
I can say I've been seeing some more red puffs that don't record as hits, both on me and shots on others, since the last few patches.
Last weekend Murphy saw me get shot from <5 meters and hit 4 times with red puffs and and I didn't take any damage and then killed the guy shooting at me. We were both stumped on that one.
Don't have any answers though.
Last weekend Murphy saw me get shot from <5 meters and hit 4 times with red puffs and and I didn't take any damage and then killed the guy shooting at me. We were both stumped on that one.
Don't have any answers though.
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Rolling_Ruedo
- Posts: 51
- Joined: 2013-09-12 00:31
Re: Hit detection?
One guy in my squad earlier clearly scored a hit on a heli with an RPG, but it didn't get damaged. Never seen that happen before.
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Hit detection?
Since hit detection is coded in the refractor engine (not through anything the devs can change), it has to do with mostly:

- Client ping
- Server FPS/tick rate
- (Very) Occasional buggy hitboxes
I have, in versions 0.x until todayRolling_Ruedo wrote:One guy in my squad earlier clearly scored a hit on a heli with an RPG, but it didn't get damaged. Never seen that happen before.
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saXoni
- Posts: 4180
- Joined: 2010-10-17 21:20
Re: Hit detection?
Could it have something to do with the way they fixed the one-hit bug? One-shot-one-kill being on one end of the line and one-hit-no-damage being on the other end, making certain hits not registering anymore?
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Hit detection?
The change that was made for the 1-shot bug to occur was simply reverted from what I can tell, so no, I don't believe so. Plus that change was applicable to the human targets, not to vehicles, which a few people are complaining about now, so it would be unrelated at best.saXoni wrote:Could it have something to do with the way they fixed the one-hit bug? One-shot-one-kill being on one end of the line and one-hit-no-damage being on the other end, making certain hits not registering anymore?
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saXoni
- Posts: 4180
- Joined: 2010-10-17 21:20
Re: Hit detection?
Okay, thanks for clearing that up.
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Hurricane
- Posts: 167
- Joined: 2008-04-27 11:31
Re: Hit detection?
You'd be surprised how often that happens. Especially when you are in a tank and engage helicopters with the main gun.Rolling_Ruedo wrote:One guy in my squad earlier clearly scored a hit on a heli with an RPG, but it didn't get damaged. Never seen that happen before.
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dysin
- Posts: 142
- Joined: 2007-03-25 23:27
Re: Hit detection?
that's true man. i've seen hits where a cow visibly shook and floated it off like no big deal.Hurricane wrote:You'd be surprised how often that happens. Especially when you are in a tank and engage helicopters with the main gun.
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Arab
- PR:BF2 Developer
- Posts: 2898
- Joined: 2012-05-18 03:37
Re: Hit detection?
One time, I shot a full banana clip AK-74 at an infantry, and then 10 rounds of a scorpion. It didn't even hit him. Full on spraying.
- Daniel
- Posts: 2225
- Joined: 2010-04-15 16:28
- Contact:
Re: Hit detection?
Maybe he was AFK and the connection had issues at that moment.Arab wrote:One time, I shot a full banana clip AK-74 at an infantry, and then 10 rounds of a scorpion. It didn't even hit him. Full on spraying.
And to the video above, RPG on Warrior, IF you had hit the Warrior 50 cm further back (fired the RPG 0.3 sec. later) it would have registered as a GOOD hit, cause your hit actually hit the side of the tower, which was a good armored part, or maybe there even is some kind of angle mod in PR aswell (as in FH2 mod).

