Hit detection once more.

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Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Hit detection once more.

Post by Roque_THE_GAMER »

well this video confirm what i said at this topic



its imposible the other tank miss at a very close range and my friend have a good accuracy and is a old PR player also the T90 was smokng mean at least one shoot can deal with hin and our ping was about 20 we paying on our nation serve.

this start to happen more often after the 1.0 release.
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Mats391
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Re: Hit detection once more.

Post by Mats391 »

The 3rd hit certainly got registered. You can see that the T90 is changing the damage effect. Before the his he is just smoking, after smoking+sparks. I cannot tell how damaged he is tho. In thermals the smoke effects all look rather similar.
The 4th hit, might have been a miss. A very close one, but still a miss. Impossible to tell as the screen is blocked with smoke.
Surviving 3 hits into the front is not that uncommon.
Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: Hit detection once more.

Post by Roque_THE_GAMER »

[R-DEV]Mats391 wrote:The 3rd hit certainly got registered. You can see that the T90 is changing the damage effect. Before the his he is just smoking, after smoking+sparks. I cannot tell how damaged he is tho. In thermals the smoke effects all look rather similar.
The 4th hit, might have been a miss. A very close one, but still a miss. Impossible to tell as the screen is blocked with smoke.
Surviving 3 hits into the front is not that uncommon.
the T90 can be destroyed with 3 hit at the frontal hull armor.
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Mats391
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Re: Hit detection once more.

Post by Mats391 »

The only hit that we can see in the video did damage the T90, cant judge any hit detection issues based on that.
Rabbit
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Re: Hit detection once more.

Post by Rabbit »

BR file?
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AfSoccer "I just don't see the natural talent."
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Roque_THE_GAMER
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Joined: 2012-12-10 18:10

Re: Hit detection once more.

Post by Roque_THE_GAMER »

Nope this was 2 weeks ago.

edit: a friend of mine can try to find the BR on hes serve, please hold on.
Last edited by Roque_THE_GAMER on 2015-01-21 22:18, edited 1 time in total.
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Roque_THE_GAMER
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Re: Hit detection once more.

Post by Roque_THE_GAMER »

Here a good exemple

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Barbrady
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Re: Hit detection once more.

Post by Barbrady »

The AK 47 just has a very wide spread on full auto, that video doesn't prove anything.
Rusty_42
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Re: Hit detection once more.

Post by Rusty_42 »

Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: Hit detection once more.

Post by Roque_THE_GAMER »

Barbrady wrote:The AK 47 just has a very wide spread on full auto, that video doesn't prove anything.
i did not know that supply crates and the ground bleeds when you shoot, that's new.
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Frontliner
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Re: Hit detection once more.

Post by Frontliner »

Barbrady wrote:The AK 47 just has a very wide spread on full auto, that video doesn't prove anything.
He's not complaining about him missing, he's complaining about his hits not registering which is a different issue.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
Rusty_42
PR:BF2 Developer
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Re: Hit detection once more.

Post by Rusty_42 »

They are registering, but didn't do enough damage, probably.
Hit points, body armour, hit detection - it's all mixing in one problem, which leads to unpleasant game experience.
Is there dedicated topic regarding this issue? Or we should expect some sort of fine tuning in next update?
Frontliner
PR:BF2 Contributor
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Re: Hit detection once more.

Post by Frontliner »

3 body shots are the most you can take with 5.56mm rounds(and similar variants), but I can see 5 shots triggering blood, each indicating a hit. However, it appears not all 5 hits triggered damage since 3 hit are always enough to kill.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
Psyrus
Retired PR Developer
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Re: Hit detection once more.

Post by Psyrus »

Rusty_42 wrote:They are registering, but didn't do enough damage, probably.
Hit points, body armour, hit detection - it's all mixing in one problem, which leads to unpleasant game experience.
Is there dedicated topic regarding this issue? Or we should expect some sort of fine tuning in next update?
There is no access to the engine source so nothing can be done on the side of netcode etc, not that there's all that much to do

So basically no, it's not something that can be addressed.
K4on
Retired PR Developer
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Re: Hit detection once more.

Post by K4on »

for devs this is probably relevant regarding the tnk issue:
https://www.realitymod.com/forum/f34-co ... mness.html
Cpt.Future
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Joined: 2008-09-16 16:52

Re: Hit detection once more.

Post by Cpt.Future »

Roque_THE_GAMER wrote:i did not know that supply crates and the ground bleeds when you shoot, that's new.
Ignore the blood effect, it's not a good hit indicator in PR (and stop spraying)
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WeeD-KilleR
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Joined: 2009-11-01 13:32

Re: Hit detection once more.

Post by WeeD-KilleR »

there is something wrong with the hit detection:

https://www.youtube.com/watch?v=NckUF5T43L0#t=125
Unarmed Civilian
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Re: Hit detection once more.

Post by Unarmed Civilian »

Body armor in a vietnam war solider? I thought they had only used Flakjackets, which were design to stop explosion fragments, certain shotgun shells, and low velocity bullets. I've been recording my PR matches, and the more I watch it, the more I see cases like this, where I shoot someone and they don't die or even get wounded. I'm the guy on the RPK video above, my ping was good, the other guy's ping was the same, I sprayed the first, then the second, I even stopped firing because of the redidsh smoke poping up, I thought it was more than enough for him to die. RPK uses either 5.45mm or 7.62mm, since it is NVA, they probably used the older 7.62 models. So that 6-7 "visually hitting shots" did not do enough damage? Sure they didn't. The guy didn't even go to critical state, when your vision gets blurry and dark. Now, if you take his m16 and shoot a vietcong toe twice, bye-bye.

IMO BLUFOR needs a nerf on their "armor". It also happens in BLUFOR vs BLUFOR, but gets ridiculously imbalanced when it's BLUFOR vs OPFOR, in the matters of damage done. For example, some insurgents using bolt action weapons, blufor should be good as dead, getting hit on the chest with those WW1/Early WW2 weapons, cmon.
M42 Zwilling
Retired PR Developer
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Re: Hit detection once more.

Post by M42 Zwilling »

None of the Vietnam factions have any form of body armor in game.
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"How many posts have there been about how much better PR was back in 0.X? The fact is that if we played the older versions we would start to remember the shortcomings, but we tend to hold onto the good memories tighter than the bad ones." - Murphy
Roque_THE_GAMER
Posts: 520
Joined: 2012-12-10 18:10

Re: Hit detection once more.

Post by Roque_THE_GAMER »

Cpt.Future wrote:Ignore the blood effect, it's not a good hit indicator in PR (and stop spraying)
what can be a good hit indicator? a hit marker? oh wait.
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