Hit detection is like...

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Sheps

FNG / Fresh Meat
Aug 5, 2011
274
255
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Everyone is talking about SMG's, but yesterday I unloaded four rounds from my Mosin Nagant straight into the chest of a German soldier on Spartanovka.

I placed my shots all towards his sternum and only my forth shot registered and put him down. Actually this reminds of what was possibly the most ridiculous case of hit detection ever.

I was running around Station with my Mosin Nagant, patrolling the stairs when I saw the German sitting at the top of the highest flight of stairs. He doesn't see me so I run up and jam my bayonet into the back of his neck. Nothing registers. I jab at him over and over again but nothing is hitting. He turns around and unloads a full clip from his MP40 into me. Just ONE bullet hits. So now I'm bleeding trying to kill him but apparently 9 hits with a sharp blade is nothing to this guy at which point he starts to melee me. After another 10 seconds of terrible hit detection, I bleed out.
Sort it out TW! :p
 

De_willy

FNG / Fresh Meat
Aug 3, 2011
35
4
0
Belgium
It is most certainly not an illusion.
I've had this happen to me alot of times.
The problem occurs most while firing SMG's in CQC or firing fast successive round from a semi-auto rifle in CQC.
I never use bolt in CQC so I wouldn't know about that but at long range both the semi's and bolt's seem to register pretty nice.
 

FBX

FNG / Fresh Meat
Aug 17, 2006
238
42
0
Is it possible to enable client side hit detection on shots that hit a target at less than 10 meters? I know in gears of war 2 they seemed to enable client side hit detection selectively, like a light switch.
 

Chett

FNG / Fresh Meat
Feb 6, 2011
33
19
0
Lawl at the gif :D ^

My only complaint on hit detection is sometimes when 2 foes meet and both get off a shot it seems like the person who dies first doesn't get a hit register.Even tho you clearly hear your shot and is aimed true.In ro1 double kills was common but in this one its like its not registering some of your shots.Maybe lag or ping but it happens alot it seems I have a great ping on the servers I play and 30-60 fps so im not sure.

At long range I chalk it up to I just missed but, at close range I notice this more seeing my gun fire and clearly aimed at the chest and after death I wait for my kill message to no avail :(

this is an extreme nuisance, i can recall probably around 10 times that this has happened in the game, im not sure if its hit detection issues or if the game has it so your shots do no damage upon death if you get shot before they hit, 'dead' bullets as opposed to grenades after death which can kill
 

LeftHandPath

FNG / Fresh Meat
Jul 30, 2011
184
17
0
It is most certainly not an illusion.
I've had this happen to me alot of times.
The problem occurs most while firing SMG's in CQC or firing fast successive round from a semi-auto rifle in CQC.
I never use bolt in CQC so I wouldn't know about that but at long range both the semi's and bolt's seem to register pretty nice.

I agree with this man,there is a hit detection issue,not lag thing or skill thing.Playing bolt weapons is not noticeable but semis and auto yes.

See us around.
 

DarkestEvil

FNG / Fresh Meat
Aug 30, 2011
122
30
0
INGALAND
In that video you only actually fired one shot off that could have hit the russian, and it probably went in his arm which is why he survived (mp40 uses 9mm don't forget).
 

Nipper

FNG / Fresh Meat
Sep 9, 2011
123
15
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Emptied a whole clip into a guy at point blank and he kept on coming.
I think what it must be is that early beta testers get a free bullet proof vest. :p
 

Talisker

FNG / Fresh Meat
Sep 2, 2011
22
1
0
Yeah I pumped a guy with 7 shots from my pistol as he was coming up the stairs and he kills me with one shot from his rifle. I asked him afterwards if any of the bullets registered and he said "Yeah, one".

I think hit reg is only major thing left unpolished right now. PLEASE fix this TWI.
 

Bowcaster

FNG / Fresh Meat
Sep 2, 2011
186
32
0
You know i don't think its really hit detection that's the problem but the stupid bandaging. I have been hit many times and sprinted unimpeded into cover, as well as hitting people center mass, being shot and then have them die after i have died.

I bet 95% of hitbox 'issues' is because of hits that cause wounding that don't make the target react.

Not at all. Have you watched the OP's video? If you know you hit on target with, what is for me, usually 4-6 bullets at close range before they kill you, there is no way it is a bandaging issue.
 

Zoring

FNG / Fresh Meat
Nov 21, 2005
1,408
155
0
Perth, Western Australia
I donno, one point i was surpressed, bleeding out and was standing at point blank watching a guy empty a pistol magazine into me as i emptied mine into him. Hell i don't know, but the bandaging hitting stuff is wonky anyhow.
 

CrazylikE

FNG / Fresh Meat
Aug 29, 2011
59
5
0
This thread lines up with what I feel aswell. At range I seem to hit whatever I feel that I should hit, but at close range I seem to be unable to hit anything really. Even when my enemy is only an inch away from my face I cant hit.
 

Munro

FNG / Fresh Meat
Jun 15, 2011
110
1
0
www.2ndmarines.net
Please no client side lag compensation. Good servers that can handle their slots should be good enough.

Also, I've started using the automatics for long range because they may as well act like sniper rifles, but if you miss it's close enough that they get suppressed when bursting.

On that note about bandaging... I really wish I was demoing it, but yesterday I shot someone 4 times and they didn't die. This was maybe within 10m with a Mosin. Mind you they proned behind a fence and bandaged, but I could see them through the cracks, clearly shot them and nothing. They stood up eventually with an mp40 and killed me. I almost slit my wrists.

Not sure if bandaging was the culprit, the wood fence being impenetrable or this up-close lag business. Or maybe I'm just bad :eek:
 

babokitty

FNG / Fresh Meat
Aug 16, 2008
78
65
0
Please no client side lag compensation. Good servers that can handle their slots should be good enough.

Also, I've started using the automatics for long range because they may as well act like sniper rifles, but if you miss it's close enough that they get suppressed when bursting.

On that note about bandaging... I really wish I was demoing it, but yesterday I shot someone 4 times and they didn't die. This was maybe within 10m with a Mosin. Mind you they proned behind a fence and bandaged, but I could see them through the cracks, clearly shot them and nothing. They stood up eventually with an mp40 and killed me. I almost slit my wrists.

Not sure if bandaging was the culprit, the wood fence being impenetrable or this up-close lag business. Or maybe I'm just bad :eek:

Lag compensation has nothing to do with server overload.

I find TWI's philosophy that clientside prediction (guesswork) is superior to cold hard history data amusing to say the least.
 

dweeb

FNG / Fresh Meat
Mar 31, 2006
182
90
0
I've been trying to test this and I am starting to think this is very much tied to servers being stressed beyond their limit. I was playing on a couple of 64player servers tonight that were only half full (if that) and the hit detection at close ranges was about 1000x better than what I have normally been seeing. Thing is it seems to effect over-stressed servers regardless of ping. Also, if this is the problem I would have to say that virtually every 64 player server out there currently is over-stressed when there are more than 50 something players on it, as even the official tripwire servers have this issue when full.

Others should try this also. Find a (important) GOOD server that is not very full and test there and I think this issue will 99% dissapear. I wonder if tripwire should be advising servers to set thier limits lower/raise the reccomened specs for each player limit/ as the issue dosen't make the game look good.

Just one other note on this - I have noticed smgs tend to cause mortal wounds/delayed deaths much more frequently than rifles (which tend to kill right away). So this is something to keep in mind when testing. There were about three times tonight playing on the half full servers where I thought I had run into this issue again - but then sure enough each time, about 10-15 seconds afterwards, I saw I actually had killed the guy, it just took him awhile to finally die.

 

pepihoh

FNG / Fresh Meat
Oct 27, 2010
308
73
0
The hit detection was just fine until the latest patch, which screwed latencies also, everyone has around 150+ ping.

And btw what is the name of that movie?
 
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