The hit detection still seems a little off. Especially when firing at close range with one-shot weapons, like the A10 Hunter shotgun and various sniper rifles. I am clearly hitting the enemy because a hit marker appears (even headshots), but should it really take 4 shots at close range with a shotgun, when you can use that same weapon at long distances and get a one-shot kill? There is no way I can get a headshot at close range with the shotgun (and I know its a headshot because of the color indicator, I have my headshots set to yellow), and have to shoot the enemy so many times, that by the 4th shot he finally turns around and is able to kill me first. I'm sorry, but that is just awful hit detection. I guess my gripe is with the inconsistencies in hit detection, not only with a shotgun, but with sniper rifles as well. If you can one-shot kill a person from a distance with a weapon, then you should also be able to one-shot kill them at close range, especially when the indicator shows you hit the enemy directly in the head and upper body.
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I have the same thing. Some games it's fine and I am 3 shotting with the medic DMRs as I would expect, other games I can be getting 5 or 6 hits in quick succession and they're still moving around.
I shot him in the back of the head, point blank with a Model 10 Hunter, thing is, no timeout icon, no packet loss, no anything in the top right, right? Well I did a hit of 92 on a Scout, not a Cavalry dude or a Sentry dude.
After their update where they said they "fixed" inconsistencies, well, they're more inconsistent now than ever.
Sorry, but I call Bull**** on that. Since the last "Update" all EU Servers have not the maximum Pingrating anymore and sometimes the Hit Detection gets out of the Window. Last night I got 4 Hits in the Back of an enemy with the A10 Hunter (incl. Markers) and he turns around and one shots me with his A10 Hunter. These type of inconsistencies killed BF4 in a major way and if dice does NOT reward ppl with a crappy ping that would not be an issue.
Also ive noticed when i'm on the team thats being steam rolled hit detection is non existent yet when i'm on the team doing the steam rolling hit detection is fine. When I put on the net graph to check its not my connection my min ping is 5ms max 40ms average 30ms 0 packet loss its not networking issues my side its networking issues of other players ruining the game for me.
Finally.
No comment.
Im not saying or saying that could be the problem for me.
The problem has been well documented over the past few years and Dice refuse to fix it.
When a server has high ping players in it, the experience of the low ping players is negatively effected.
It's absolutely ridiculous that I can have frame rate drops, teleporting players and rubber bullets in a server with full green bars. Yet, I can go play in a yellow 2 bar server and have the game play silky smooth.
Dice purposely chooses to punish low ping players in effort to give high ping players a good experience.
Holy cow another response.
I made small clip last night wich sums it up pretty good I guess
https://account.xbox.com/de-de/gameclip/dee54156-7a6e-44b8-a541-1c89aed613ff?gamerTag=der Metatron&scid=72010100-7d7f-4105-b34e-3ec552a4c121
The interesting Part is starting at 00:18, before that it is **** aim on my account.
Hunter Model 10 close range Hip fire, that usually is doing the Trick. Enemy gets around the corner, I shoot first (the Animation is there), the shot is a llittle bit off center, but at least should generate some Hit Markers. I am one shotted, due to not being on full Health (wich is fine). Killcam shows that the enemy has still 100 % and THAT should be not possible
For me it does not look like problems with damage calculation, rather it looks like he was way more to the left from my point of view. I only cann guess that this had something to do with his client to Server connection wich was not able to send my Client the correct data in time.
I only play on EU Servers and I bet if the rentals Servers had any chance of blocking High Pingers or OOR Players the community would appreciate that.
As soon as that player left the game "Hit detection" was spot on again.
There should be official ping locked servers in every region a server for players <50ms ping , 50 - 150ms ping , 150ms - 300 ping.
Ive been saying this all along. I have TWO pervious posts about this in this section of the forum. SMH.
https://forums.battlefield.com/en-us/discussion/52306/ping-cap
https://forums.battlefield.com/en-us/discussion/62374/out-of-region
Thanks for the reply. What I'm saying is somebody on your end feels or felt that it was balanced. I and many others can tell you it is not. This was an issue in BF4 also. Never really got fixed. The addition of the 45hz servers helped and saved the game for me. Maybe a few 45hz or 60hz servers would help BF1. It seems like when a few high ping players join a server the whole servers performance goes way down, affecting the majority of players on that server to appease the handful of high ping players. At some point you have to draw the line, if their ping is too high, too bad.