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Hit Detection

Comments

  • KingTolapsium
    4912 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1, CTE Member
    @mischkag Out of compromise we get the best solutions.

    Possibly the most interesting post you've thrown onto the forums yet! :)

    It's unfortunate that the changes required and the current player pools won't allow dual official server sets in the short term. It sounds like the future will be quite bright in this regard.

    Hopefully the private server browsing experience can be improved to highlight private servers with a hard ping cap. Not your department obviously.

    Has the team been able to address the hit detection bug??? Or are instances of occurrence at least down on CTE?
  • kniphtee
    106 postsMember, Battlefield 3, Battlefield 4, Battlefield, Battlefield 1 Member
    @mischkag - if I understood 51% of what you just deliberated it would be quarter of what you know about your trade - bravo. One humble question, is there a sync issue when joining a game late? Many times I join a game halfway through and everything is off, or glitch, or way out of balance and then next map and the following maps all things are honkydory (and this is not due to rust first game back in the saddle as I play on and off when I get time - it is simply first game joining already in progress regardless of how many times I've jumped on that day)? I am amazed at the work put in and the effort put forth with hit reg being way better than previously. Thank you much - keep it up.
  • mmarkweII
    2602 postsMember, Battlefield 3, Battlefield 4, Battlefield, Battlefield 1 Member
    mischkag wrote: »
    About the snagging. I explained it before. The higher the ping, the higher the divergence of your game, the servers and the other clients. There are some shortcomings in how it tries to solve the physics there, but the bottom line is that this is just another example of how high ping players create issues. Physics does not give a low ping player some priority (i know you would love that :)).

    As mentioned before, region locks would split the player base further and require changes on the FrontEnd UI, Matchmaking, Server Browser, Operations infrastructure to just name a few.
    We need to first aim for rental servers to get a ping limit. Thats in progress.
    About the OOR friends only invites, as long as you have the server browser showing all servers and you are able to join anywhere, we cannot move forward with anything like that.

    We all know that the solution is to have different sets of servers with region locks etc, but i personally believe that we wont get there at this point for BF1.
    Too many regions have already empty servers. So it would only make sense for the most populated ones. It is infact a rather big change to handle that particularly as the actual server centers do not coincide with the QOS site which you use ICMP requests to before joining. So it is perfectly possible to either have a good connection to the Quality of service point with ICMP and than a rather poor connection to the actual server (less of a problem in US, more in Europe and elsewhere) or vice versa.
    We learned from that and the necessary infrastructure for upcoming games will use a new system and infrastructure. It may come for BF1 later this year, but i would rather be very pessimistic about it as it involves too many unknowns and manpower to get this right.
    I hope that once the server side hit detection works, that players will go back more to their own regions instead of creating all these inherent high ping issues.

    Delayed damage application can only be solved thru the server side hit detection or ping caps. As the latter will never come for this game or late, i pushed to get at least something done.
    The snagging can most likely be only solved by ping caps.
    In the meantime i will keep pushing to minimize effects of high ping jitter as the biggest issue in my opinion is shooting at teleporting ghosts.

    We assisted Chris on his great video. I do agree that Chris's video should be a mandatory watch, but i am just an engineer and the best bet is to make sure thru social channels you are all part of, that it gets shared and watched :)

    The next patch will hopefully see the Server side hit registration working flawlessly, people get used to it and then we gradually may lower it to improve the experience. This forum is drastically different with mostly low ping players whereas reddit and Twitter seems more used by out of region players(at least when they get affected) and that all makes it hard to fully get the real picture and what a good compromise looks like.
    On a personal note, i play on US West. This is by far the location out of the popular ones, with the least percentage of high ping players (i can also tell from some proper telemetry data i got). The ping from South Africa to US East is much better than to Europe for some ISP reasons. US East is a very popular spot to be joined by South America, South Africa and even Europe. So i have to play elsewhere to not be spoiled by what we mostly have on US West (not saying that it is all great here). So as much as i agree with most what you say here, i have to also listen to players from other regions and their struggles to find a global or at least per region compromise.

    With regards to server costs and server side hit registration. It is true on paper that it costs more performance. But the extra costs only kick in the moment a bullet by a high ping player actually passes the arbitration. So i could not measure any meaningful difference even with all 64 players running thru this code path during development.

    I did do a change to the servers socket handling with regards to server load. It may be the reason why u always thought that even on a 30hz server it felt like it degraded after seeing server ticks >20ms. But it is hard to prove in a development environment because you need to essentially fill a cloud box with multiple server instances to get this happening so that multiple processes and threads interact with each other.
    Hope for some good feedback with the next update (and no, i am not at liberty to say when that is).

    We had playtests where we artificially host far away so that all 64 players have pings >190ms. Still, no server degrade could be measured. Granted, the coorporate network is not equal to some random ISPs with Wifi and buffer bloats, but i still could not see any meaningful performance drops but meaningful ping variations.
    Now it does have an impact in the frame to frame absolute time which subsequently affects the UDP send time difference which eventually results in ping jitter on the receiving end. This leads to more lag compensation etc.
    I will keep looking into it. Of course, packet loss results in more computation costs as you have to mark the lost states again. Upstream packet loss is no problem, but the jitter results in the varying server loads. It should even out, but that highly depends. 60Hz servers have less players, but are also more prone to these variances.

    GREAT post! Thank you for the continued feedback and for providing A LOT of info behind the scenes too.
  • lizzard
    647 postsMember, Battlefield 3, Battlefield 4, Battlefield, Battlefield 1 Member
    mischkag wrote: »
    About the snagging. I explained it before. The higher the ping, the higher the divergence of your game, the servers and the other clients. There are some shortcomings in how it tries to solve the physics there, but the bottom line is that this is just another example of how high ping players create issues. Physics does not give a low ping player some priority (i know you would love that :)).

    As mentioned before, region locks would split the player base further and require changes on the FrontEnd UI, Matchmaking, Server Browser, Operations infrastructure to just name a few.
    We need to first aim for rental servers to get a ping limit. Thats in progress.
    About the OOR friends only invites, as long as you have the server browser showing all servers and you are able to join anywhere, we cannot move forward with anything like that.

    We all know that the solution is to have different sets of servers with region locks etc, but i personally believe that we wont get there at this point for BF1.
    Too many regions have already empty servers. So it would only make sense for the most populated ones. It is infact a rather big change to handle that particularly as the actual server centers do not coincide with the QOS site which you use ICMP requests to before joining. So it is perfectly possible to either have a good connection to the Quality of service point with ICMP and than a rather poor connection to the actual server (less of a problem in US, more in Europe and elsewhere) or vice versa.
    We learned from that and the necessary infrastructure for upcoming games will use a new system and infrastructure. It may come for BF1 later this year, but i would rather be very pessimistic about it as it involves too many unknowns and manpower to get this right.
    I hope that once the server side hit detection works, that players will go back more to their own regions instead of creating all these inherent high ping issues.

    Delayed damage application can only be solved thru the server side hit detection or ping caps. As the latter will never come for this game or late, i pushed to get at least something done.
    The snagging can most likely be only solved by ping caps.
    In the meantime i will keep pushing to minimize effects of high ping jitter as the biggest issue in my opinion is shooting at teleporting ghosts.

    We assisted Chris on his great video. I do agree that Chris's video should be a mandatory watch, but i am just an engineer and the best bet is to make sure thru social channels you are all part of, that it gets shared and watched :)

    The next patch will hopefully see the Server side hit registration working flawlessly, people get used to it and then we gradually may lower it to improve the experience. This forum is drastically different with mostly low ping players whereas reddit and Twitter seems more used by out of region players(at least when they get affected) and that all makes it hard to fully get the real picture and what a good compromise looks like.
    On a personal note, i play on US West. This is by far the location out of the popular ones, with the least percentage of high ping players (i can also tell from some proper telemetry data i got). The ping from South Africa to US East is much better than to Europe for some ISP reasons. US East is a very popular spot to be joined by South America, South Africa and even Europe. So i have to play elsewhere to not be spoiled by what we mostly have on US West (not saying that it is all great here). So as much as i agree with most what you say here, i have to also listen to players from other regions and their struggles to find a global or at least per region compromise.

    With regards to server costs and server side hit registration. It is true on paper that it costs more performance. But the extra costs only kick in the moment a bullet by a high ping player actually passes the arbitration. So i could not measure any meaningful difference even with all 64 players running thru this code path during development.

    I did do a change to the servers socket handling with regards to server load. It may be the reason why u always thought that even on a 30hz server it felt like it degraded after seeing server ticks >20ms. But it is hard to prove in a development environment because you need to essentially fill a cloud box with multiple server instances to get this happening so that multiple processes and threads interact with each other.
    Hope for some good feedback with the next update (and no, i am not at liberty to say when that is).

    We had playtests where we artificially host far away so that all 64 players have pings >190ms. Still, no server degrade could be measured. Granted, the coorporate network is not equal to some random ISPs with Wifi and buffer bloats, but i still could not see any meaningful performance drops but meaningful ping variations.
    Now it does have an impact in the frame to frame absolute time which subsequently affects the UDP send time difference which eventually results in ping jitter on the receiving end. This leads to more lag compensation etc.
    I will keep looking into it. Of course, packet loss results in more computation costs as you have to mark the lost states again. Upstream packet loss is no problem, but the jitter results in the varying server loads. It should even out, but that highly depends. 60Hz servers have less players, but are also more prone to these variances.

    Nice awnser mischkag.
    A bitt hard to read and clearly understand, for a non American, with limited netcode knowledge maybe. But its better than no information at all, like we're used to since previous titles. :smile:

    To lay it in a simple way.
    You have not seen any server performance impact, after the serverside hitreg implementation.

    You do play the game, and test to play the game with different ping walues.
    (this is great. It shows that you are not only a employee or paid to do the programming, but also a gamer.)

    One thing I cant clearly make out from your post.
    Is if there can be some form of serverdegradation / gameplay impact, without the SrvTick goes up against the upper limit?

    Like many players have had a feeling of since bf4 atleast.

    Everything looks good on the graf, and on different connection tests.
    but the gameplay feels wery inconsistent..

    Most noticeable for me have been following things.

    Sounds go missing or goes in repeat.

    Suppression effects is to low or abnormaly high.

    Many hits on players don't count.

    One game it feels like your behind the entire enemy team, like one or a half second behind the action.
    The next round it feels to easy, and its like emthe enemy team is behind instead.

    What can be the case of the above?

    Thanks again for putting up with the uneducated questions :smile:
  • denjoga
    443 postsMember, Battlefield 3, Battlefield 4, Battlefield, Battlefield 1 Member
    edited May 11
    Chris just posted his analysis of the netcode changes in the Spring patch:
    https://www.youtube.com/watch?v=lprZd9qFu4U

    Just wanted to repost this, which I assume is the video Mischkag said everyone should see.
    I didn't watch it when jdb first posted it, will watch it right now.
  • mischkag
    173 postsMember, Developer
    @KingTolapsium: We have not seen or get any new occurrence reported of the hit detection bug. I did fix a few bugs potentially leading up to this, but it is impossible to tell without ever being able to reproduce it :( I'll keep my fingers crossed though.

    @kniphtee: Late joining is in fact a non trivial thing to get absolutely right. Not from an engineering point of view, rather a level design point of view and u need to have networking in your mind. If you could precisely tell me what kind of glitches and bugs occur, i may be able to look into this and push improvements.

    @lizzard: Thank you. Basically if you see the server tick going up may be due to 2 reason: first there is in fact a constant higher load (which would not necessarily be so bad if it stays well below 30ms @ 30Hz) or there are frequent spikes which lead to a higher average. The latter is bad and leads to a lot of fluctuations in the netcode too. Hard to tell and the downside of that is that in order to analyze it, you would have to track a lot of detailed CPU activity which leads to an overall slowdown. The only thing i can do is to monitor this in house and hope to see abnormal activity during our playtests.
    The latency display as well as extrapolation offset really tell you how far you are behind the action (kinda latency/2 + extrapolationOffset). You get the latest server states, the perception of yours may be due to client side frame spikes/low fps perhaps?

  • kniphtee
    106 postsMember, Battlefield 3, Battlefield 4, Battlefield, Battlefield 1 Member


    [quote="mischkag;c-845643
    @kniphtee: Late joining is in fact a non trivial thing to get absolutely right. Not from an engineering point of view, rather a level design point of view and u need to have networking in your mind. If you could precisely tell me what kind of glitches and bugs occur, i may be able to look into this and push improvements.[/quote]

    The cave/tunnel portion of Monte Grappa (C flag) blanks out as if it is not there (facing the man doors) which makes fire fights from the sides were the doors with a serious problem because you cannot see them - learn to shoot by foot steps I guess.
    Much of the mechanics such as vaulting and jumping seem behind and the animations are lagged as well.
    On Sinai I joined a game midway and spawned into a gas nade on B point so put on my gas mask but the d-pad wasn't working for whatever reason (two week old controller - official xbox stuff) and I died due to gas and the rest of the match every time I spawned back in I had the gas mask on and while the animation showed me taking it off the screen constantly looked like I was still wearing the gas mask. Next map, vote in Scar and all was well as rain. A friend said it's an issue with d-pad input and the game but I haven't been able to replicate - not that I tried hard.
    Lag on team verse enemy icons over the character are common when ads'ing right after spawn into a game but that settles down shortly thereafter.
    Had the black screen glitch recently on dlc maps - mid round join if that matters - later respawn on teammate into nades in hell and the screen went black and spawning all was black - next map right as morning dew.
    The crazy hallucinogenic lights on Edge at G point - only played that map twice in the last week or so but had that happen - there a vids out there on this one.
    When I was finishing the M97 elite codex I had many times in fire fights had the poof of my gun firing on extremely close targets that I assumed would be hit by much of the blast if not inst-kills and it was just pellet poofs without hits which many times resulted in my own death, several times i'd fire off another round or two and end up with trade kills - I guess if I see muzzle blast and what looks like hits to the opponent then I assume in those right conditions for a shotgun i'd have hits - perhaps it is just my poor aim or something else - so be it - maybe random pellet spray to the bullet spray - no se. Next game and timing is right again and I don't have to second glance an enemy I know I dropped.
    On the F flag of Sanai there is a spot on the rocks overlooking F facing towards E there is a black spot amongst the rocks and not like a shadow.
    On Amiens several times I tried to spawn on a team tank (landship) after joining late and each time I would be dropped next to the tank and it wasn't full each of the three times but the one time the spawn dropped me off the bridge on D point to which I died from fall damage - I cried foul, didn't break another controller in my aggravation but it just added to the compounding issue. Next game same teammate in a landship (trying to get his 20 kills or whatever for some medal) on Fao and no problem, jumped right in to his tank and we had a nice streak - even died once ridding our tank of a pesky support trying to limpet us and spawned right back in no problem - well right after that we got bombered but that's not the topic here.
    Can get more footage of these and other things but I just feel bad logging up the xbone with all this video footage and have to mass delete from time to time - let me know thoughts and perhaps some are just perception shaking off the rust but it doesn't feel that way especially after being on a couple times during a play session with each jump back in game just feeling - off as in the timing is not there each time until you start a fresh round at 0.
  • mmarkweII
    2602 postsMember, Battlefield 3, Battlefield 4, Battlefield, Battlefield 1 Member
    @kniphtee why don't you record your clips with the netgraph on to show these issues. This thread is about hit detection so you may need to create a new thread or, as suggested in the past, post the link to mischkag twitter so he can see it there. Just my .02.
  • kniphtee
    106 postsMember, Battlefield 3, Battlefield 4, Battlefield, Battlefield 1 Member
    mmarkweII wrote: »
    @kniphtee why don't you record your clips with the netgraph on to show these issues. This thread is about hit detection so you may need to create a new thread or, as suggested in the past, post the link to mischkag twitter so he can see it there. Just my .02.
    Done that multiple times earlier in this thread and others - some still link and some don't - have to clean out the dvr from time to time. Another added note is that these things aren't all hit reg issues but more of game play issues so here i go again going off topic - to me it's all just game issues (off topic again - my bad) but in this case Mischkag inquired. And about the netgraph which i heard there was a smaller one coming but since last patch i have not had a spike over 76 even when the behemoth drops from the sky and i hang consistently around 20-36 - it has become moot for me to have it blocking a quarter of my screen anymore - Spectrum owned up to their 100mbs and have my lines running smooth as silk...and that's a lot of games of cq and ops - credit to @mischkag - mad props (apologies to others who now have probs but i'm running great aside from the jump in game).
  • oJU5T1No
    763 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1 Member
    The de-sync is ridiculous first watch the bullets go straight though this guy, then he throws a grenade after his death.

    http://xboxdvr.com/gamer/oJU5T1No/video/30970531#t=41

  • VBALL_MVP
    2911 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1 Member
    oJU5T1No wrote: »
    The de-sync is ridiculous first watch the bullets go straight though this guy, then he throws a grenade after his death.

    http://xboxdvr.com/gamer/oJU5T1No/video/30970531#t=41

    Looks like you missed. I see the tracers in front of the guy, then when you adjust they are behind. By the time you got on target, he was being killed by the other guy.
  • lizzard
    647 postsMember, Battlefield 3, Battlefield 4, Battlefield, Battlefield 1 Member
    edited May 12
    mischkag wrote: »
    @KingTolapsium: We have not seen or get any new occurrence reported of the hit detection bug. I did fix a few bugs potentially leading up to this, but it is impossible to tell without ever being able to reproduce it :( I'll keep my fingers crossed though.

    @kniphtee: Late joining is in fact a non trivial thing to get absolutely right. Not from an engineering point of view, rather a level design point of view and u need to have networking in your mind. If you could precisely tell me what kind of glitches and bugs occur, i may be able to look into this and push improvements.

    @lizzard: Thank you. Basically if you see the server tick going up may be due to 2 reason: first there is in fact a constant higher load (which would not necessarily be so bad if it stays well below 30ms @ 30Hz) or there are frequent spikes which lead to a higher average. The latter is bad and leads to a lot of fluctuations in the netcode too. Hard to tell and the downside of that is that in order to analyze it, you would have to track a lot of detailed CPU activity which leads to an overall slowdown. The only thing i can do is to monitor this in house and hope to see abnormal activity during our playtests.
    The latency display as well as extrapolation offset really tell you how far you are behind the action (kinda latency/2 + extrapolationOffset). You get the latest server states, the perception of yours may be due to client side frame spikes/low fps perhaps?

    Thanks for the awnser.
    Its like we believe then, in other words.

    This evening me and a couple of friends played 4-5 rounds of conquest. Ps4.

    First two games on an Irish server.
    Our ping. 60ms

    There was around 9-12 guys on that server that constantly had a ping of 140-340ms.
    And 10-15 guys had fluctuating pings, 30>80ms
    and 70>90ms

    * edit. Forgot *
    The next was a Dutch server.
    Our ping 30ms.

    Same issue on that server.
    10+ guys over 150-300ms
    +15-20 guys with unstable fluctuating ping.

    The gameplay experience was horrible!
    Sure we could play the objective and score kind of decent.
    But everything else was of, for everyone in the squad!

    30% kill trades.

    Killed behind cover.

    Guys where half or a third of the bullets simply doesn't register, even though you have the barrel of the gun one foot from there body!

    Many melee instances where you hit someone from the back, and then he dissappear and you die from him stabbing you in the back!

    Deaths by gas that doesn't give you any information about that your taking damage!
    No visual blur.
    No chouffing.
    No swaying or wobbly walk.
    You simply drops dead!

    I understand how hard your working on making the game enjoyable. And for that you should have a big thank you!

    But as the latest gaming sessions have been, is simply unbearable!
    I really hope that the next patch can make the game feel like after the 100ms patch.

    In my opinion the 100ms patch should have been active for atleast a month!
    So that the playerbase had time to adjust to the new settings.
    Doing that dam hotfix was a rushed decision. And I bet that it was out of your control, and you probably had no saying in that.
  • teojurado
    3 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1 Member
    Hi @mischkag.

    First of all, thank you that you speak for these forums ... this makes us feel that we do not speak to the air ...
    I play from Spain on European servers, with a latency ranging from 50 to 60 milliseconds ... checked with the network graph ....
    I have the same problems as most, and although that makes us angry enough, I think it is not the most serious.

    For me, at least, the most serious, is, for example, use a weapon with 54 damage to less than 25 meters, which theoretically kills with 3 bullets at any distance, and not even 5 bullets kill anyone ... .

    Those damage mistakes, for me are the worst ....

    You can fail bullets ... the server does not count them ... but if it gives a bullet, at least that the damage is correct.

    P.S. Sorry for my English...
  • oJU5T1No
    763 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1 Member
    VBALL_MVP wrote: »
    oJU5T1No wrote: »
    The de-sync is ridiculous first watch the bullets go straight though this guy, then he throws a grenade after his death.

    http://xboxdvr.com/gamer/oJU5T1No/video/30970531#t=41

    Looks like you missed. I see the tracers in front of the guy, then when you adjust they are behind. By the time you got on target, he was being killed by the other guy.

    LOL he ran though a stream of bullets trigger held down stream of bullets infront of him he just ran through and nothing happened should have got 1 or 2 hits.

  • mmarkweII
    2602 postsMember, Battlefield 3, Battlefield 4, Battlefield, Battlefield 1 Member
    edited May 12
    oJU5T1No wrote: »
    VBALL_MVP wrote: »
    oJU5T1No wrote: »
    The de-sync is ridiculous first watch the bullets go straight though this guy, then he throws a grenade after his death.

    http://xboxdvr.com/gamer/oJU5T1No/video/30970531#t=41

    Looks like you missed. I see the tracers in front of the guy, then when you adjust they are behind. By the time you got on target, he was being killed by the other guy.

    LOL he ran though a stream of bullets trigger held down stream of bullets infront of him he just ran through and nothing happened should have got 1 or 2 hits.

    I don't know....if you watch the muzzle flash when firing while keeping an eye on the reticle, it looks like the reticle was not on the enemy when the gun fired each round. I am watching on my phone at the moment, but that's the conclusion I have come to.

    Desync would have meant you got hit markers when not hitting the player as well. But, I didn't see that in this case either.

    Edit: PS. Next time, check the scoreboard for the player's latency. That should give you an idea as well. :)
  • KingTolapsium
    4912 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1, CTE Member
    oJU5T1No wrote: »
    VBALL_MVP wrote: »
    oJU5T1No wrote: »
    The de-sync is ridiculous first watch the bullets go straight though this guy, then he throws a grenade after his death.

    http://xboxdvr.com/gamer/oJU5T1No/video/30970531#t=41

    Looks like you missed. I see the tracers in front of the guy, then when you adjust they are behind. By the time you got on target, he was being killed by the other guy.

    LOL he ran though a stream of bullets trigger held down stream of bullets infront of him he just ran through and nothing happened should have got 1 or 2 hits.

    I'm not sure how you managed that, but at half speed looks like you barely miss like three times, looks legit, but I'm guessing pretty frustrating.
  • oJU5T1No
    763 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1 Member
    Watch with the sound on and look at the over heat counter thingy I was firing a constant stream of bullets in front of him he ran straight through it the crosshairs were right on him a couple of times should have got 1 or 2 hits. Further proof of lag is the grenade he throws after he died.
  • denjoga
    443 postsMember, Battlefield 3, Battlefield 4, Battlefield, Battlefield 1 Member
    oJU5T1No wrote: »
    Watch with the sound on and look at the over heat counter thingy I was firing a constant stream of bullets in front of him he ran straight through it the crosshairs were right on him a couple of times should have got 1 or 2 hits. Further proof of lag is the grenade he throws after he died.
    I experience that kind of thing all the time with the guns in the tanks.
    They are frustratingly inaccurate.
    I think that's more about bullet deviation nonsense than hit detection, desync or lag.
    That grenade though... no idea where that even came from.
    Looks like it just kinda fell out of his back pocket as he did that front-flip.
  • VBALL_MVP
    2911 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1 Member
    oJU5T1No wrote: »
    VBALL_MVP wrote: »
    oJU5T1No wrote: »
    The de-sync is ridiculous first watch the bullets go straight though this guy, then he throws a grenade after his death.

    http://xboxdvr.com/gamer/oJU5T1No/video/30970531#t=41

    Looks like you missed. I see the tracers in front of the guy, then when you adjust they are behind. By the time you got on target, he was being killed by the other guy.

    LOL he ran though a stream of bullets trigger held down stream of bullets infront of him he just ran through and nothing happened should have got 1 or 2 hits.

    No he didnt. Here is a screenshot. You can see you're shooting, that yellow dot to the right is your tracer (this image is a straight screenshot, no modification). The rest of them landed in the same area.

    http://imgur.com/hyC6mG8
  • KingTolapsium
    4912 postsMember, Battlefield 3, Battlefield 4, Battlefield Hardline, Battlefield, Battlefield 1, CTE Member
    denjoga wrote: »
    oJU5T1No wrote: »
    Watch with the sound on and look at the over heat counter thingy I was firing a constant stream of bullets in front of him he ran straight through it the crosshairs were right on him a couple of times should have got 1 or 2 hits. Further proof of lag is the grenade he throws after he died.
    I experience that kind of thing all the time with the guns in the tanks.
    They are frustratingly inaccurate.
    I think that's more about bullet deviation nonsense than hit detection, desync or lag.
    That grenade though... no idea where that even came from.
    Looks like it just kinda fell out of his back pocket as he did that front-flip.

    Might be inherited momentum?

    I'm not sure if that mechanic is actually in the game though, as I never do the vehicles, but I think I remember it in early testing.

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