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Post by skeeboe on Feb 26, 2016 14:55:03 GMT -5
For the life of me I cant figure out why I'm getting hit markers with the Sheiva in HC. Minimum damage at long range = 49. Maximum health in HC = 30. No multiplier of less than 1.0
What am I missing here and why am I getting hit markers from time to time?
The only thing I can "assume" is that hit detection may have something to do with it and that I'm somehow lagging.....but this happens roughly 1 out of every 10-12 kills causing me to have to put another round in the enemy.
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Post by beer0clock on Feb 26, 2016 17:32:46 GMT -5
Penetration reduction
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Post by illram on Feb 26, 2016 20:49:24 GMT -5
Yeah you're shooting through a wall or something else. Sometimes with just general laggy weirdness it looks like you shouldn't be but it happens.
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Post by skeeboe on Feb 27, 2016 23:03:53 GMT -5
No wall banging or anything. Straight up no cover.... Still getting hit markers.
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Post by roadwarrior on Mar 2, 2016 11:35:10 GMT -5
ya i have seen some strange hit marker behavior since the patch that included the vesper nerfs. It's very apparent in kill cams, I see rounds go wide and still get the kill, i have also seen tomahawks go through players on 2 seperate occasions, dead on in killcams and nothing...
My garand and shieva haven't really been affected aside from rounds not registering every once in a while. But I haven't yet had a hitmarker on an open target yet.
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Post by kylet357 on Mar 2, 2016 12:00:38 GMT -5
Maybe it's someone with Kinetic Armor? I imagine that's popular in HC.
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Post by Pope Leo VII on Mar 2, 2016 15:08:49 GMT -5
If it makes you feel any better, I pull hit-markers routinely while using the annihilator
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mannon
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Post by mannon on Mar 2, 2016 15:28:44 GMT -5
As for rounds going wide in killcams and theater it's my understanding all that used to be recorded by the server, and I guess it still would be. That can result in all sorts of weirdness since if you're both moving then both you and your opponent would have seen the positions differently than the server does. Hits are lag compensated so you don't have to lead your targets to hit them, while the aim of the camera saved for killcams doesn't necessarily sync to that, and tends to be a bit jittery anyway, probably to do with polling rate or some fudging on how it's recorded over time. Also missed shots are going to be a bit odd. I'm not sure the server bothers to remember the actual hitscan for missed shots of if it just pops up a decal and hit sprite somewhere that you could have hit at that moment. I've seen some games go both ways. Even if it does remember the actual hitscan it won't be lag compensated like for players and will hit where in the world you were aiming at, although it's hitting late on the server's end. Hell it should even be possible to get magic bullets that bend through the air. Consider sniping another stationary sniper and right as you pull the trigger another player runs across your view. Somehow you get lucky and score a double headshot. On your end their heads aligned perfectly, but on the server the moving player would have kept going and the hit registered late. Lag compensation awards you both kills anyway, but the playback should be hella weird. The opposite should be true as well. If you fired at the right time just before they crossed your line of fire the server would see the bullet magically pass through them without harm to kill the sniper alone.
Basically... playbacks are garbage. They aren't much more than a generalization. You can never actually erase latency online, just use smoke and mirrors to hide it on the client.
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Post by flatulentmonkeys on Mar 2, 2016 15:44:18 GMT -5
As for rounds going wide in killcams and theater it's my understanding all that used to be recorded by the server, and I guess it still would be. That can result in all sorts of weirdness since if you're both moving then both you and your opponent would have seen the positions differently than the server does. Hits are lag compensated so you don't have to lead your targets to hit them, while the aim of the camera saved for killcams doesn't necessarily sync to that, and tends to be a bit jittery anyway, probably to do with polling rate or some fudging on how it's recorded over time. Also missed shots are going to be a bit odd. I'm not sure the server bothers to remember the actual hitscan for missed shots of if it just pops up a decal and hit sprite somewhere that you could have hit at that moment. I've seen some games go both ways. Even if it does remember the actual hitscan it won't be lag compensated like for players and will hit where in the world you were aiming at, although it's hitting late on the server's end. Hell it should even be possible to get magic bullets that bend through the air. Consider sniping another stationary sniper and right as you pull the trigger another player runs across your view. Somehow you get lucky and score a double headshot. On your end their heads aligned perfectly, but on the server the moving player would have kept going and the hit registered late. Lag compensation awards you both kills anyway, but the playback should be hella weird. The opposite should be true as well. If you fired at the right time just before they crossed your line of fire the server would see the bullet magically pass through them without harm to kill the sniper alone. Basically... playbacks are garbage. They aren't much more than a generalization. You can never actually erase latency online, just use smoke and mirrors to hide it on the client. While this is true, the hit markers used to line up fairly well... until the Vesper nerf patch. Things went crazy after that. And I thought I read in some subsequent patch notes that it was fixed... but it wasn't. I notice it even more in private games, FWIW.
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mannon
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Post by mannon on Mar 2, 2016 16:35:30 GMT -5
Yeah hitmarkers in playbacks theoretically should line up with the hits that the server registered, though that could still vary from what you saw client-side. I was responding more to the other stuff.
Even with 1 hit kill weapons you'll get just hitmarkers client-side from time to time if something server-side prevented you getting the kill. Most commonly this is your own death, but it could also be the death of the player you were attacking. I would think that playback would not have the same issue, but who knows. Weird stuff happens...
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