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.
Re: Hit detection once more.
Posted: 2015-01-21 15:19
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.
Re: Hit detection once more.
Posted: 2015-01-21 15:42
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.
Re: Hit detection once more.
Posted: 2015-01-21 16:13
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.
Re: Hit detection once more.
Posted: 2015-01-21 18:38
by Rabbit
BR file?
Re: Hit detection once more.
Posted: 2015-01-21 19:47
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.
Re: Hit detection once more.
Posted: 2015-01-23 21:37
by Roque_THE_GAMER
Here a good exemple
Re: Hit detection once more.
Posted: 2015-01-25 03:16
by Barbrady
The AK 47 just has a very wide spread on full auto, that video doesn't prove anything.
Re: Hit detection once more.
Posted: 2015-01-25 05:56
by Rusty_42
Re: Hit detection once more.
Posted: 2015-01-25 06:11
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.
Re: Hit detection once more.
Posted: 2015-01-25 08:33
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.
Re: Hit detection once more.
Posted: 2015-01-25 09:39
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?
Re: Hit detection once more.
Posted: 2015-01-25 09:54
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.
Re: Hit detection once more.
Posted: 2015-01-25 10:29
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.
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.
Re: Hit detection once more.
Posted: 2015-02-03 17:04
by M42 Zwilling
None of the Vietnam factions have any form of body armor in game.
Re: Hit detection once more.
Posted: 2015-02-03 18:00
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.