Hit Detection

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Gudenrath

FNG / Fresh Meat
Aug 23, 2011
2,135
313
0
There are some serious issues with hit detection regarding prone players. Not just in connection with melee but also from gunfire. Yesterday I played Spartanovka, and an enemy was lying prone behind one of the houses in housing block 1, I came around the corner of the house next to it, and was thus no more than 10-12 meters away. He had a small crate as cover, and was busy reloading, but his head, shoulders and arms were visibly sticking out. I emptied my entire Nagant clip at him, and there was no hits. I tried hitting him in the head, shoulders and his arms but no hits registered. Eventually I was shot by him when I ran out of ammo.

I don't know if it was because the hit boxes are messed up when it is a combination of prone and reloading, because I am usually able to hit prone players on 200+ distances with the bolt action rifle.
 

mechtech

FNG / Fresh Meat
May 16, 2009
65
25
0
There are some serious issues with hit detection regarding prone players. Not just in connection with melee but also from gunfire. Yesterday I played Spartanovka, and an enemy was lying prone behind one of the houses in housing block 1, I came around the corner of the house next to it, and was thus no more than 10-12 meters away. He had a small crate as cover, and was busy reloading, but his head, shoulders and arms were visibly sticking out. I emptied my entire Nagant clip at him, and there was no hits. I tried hitting him in the head, shoulders and his arms but no hits registered. Eventually I was shot by him when I ran out of ammo.

I don't know if it was because the hit boxes are messed up when it is a combination of prone and reloading, because I am usually able to hit prone players on 200+ distances with the bolt action rifle.

I've gotten this exact bug. The rounds were literally going through him. Even worse, I was in a t-34 and could see the tracers. At least 200 rounds went through the guy.

I'll update my bug report to mention that this doesn't only happen in tanks.
 

MrHello

FNG / Fresh Meat
Sep 2, 2011
537
122
0
I was shooting at a bot, on a server who was WALKING, back and forth...

I unloaded an entire clip at the guy with shots that were easily lands with the k98k, then he stands still and I get him with the next clip.

He was walking back and forth for Christ's sake.

144ms was my ping.
 

rpxy24

FNG / Fresh Meat
Sep 16, 2011
141
88
0
I have posted several times about this issue and never got a word from the devs...

Close range hit registration is absolutely broken.
Even on a 20 person server with sufficient hardware, with only two players in & both pinging below 80.

Shots on close range (5meters) immobile targets miss. Immobile, yeah. And with the sight properly set up yeah.

Never got an answer on that matter & two of my posts about it got deleted.

A shame since the game is a blast... gameplay is so good that i could almost ignore the rollercoasting framerate, but this is just a game breaker and that after 95 hours.
 
Last edited:

Mangeh

FNG / Fresh Meat
Dec 11, 2006
25
1
0
I've experienced this as well. The most prominent example being yesterday when i unloaded no less than 3 bullets from the Soviet semi-auto rifle into a Germans chest/head in a narrow staircase, and he was about 4 meters away. He then continues to shoot and kill me.
 

MrHello

FNG / Fresh Meat
Sep 2, 2011
537
122
0
I understand this bug is a hard one to recognise as a reality, as it's always mentioned in all games, there's little credibility or proof for some random poster claiming their shots are off, because in the eyes of the devs it could just be in-fact the user's aim.
 
Last edited:

5thSSDW.KGW~CO

FNG / Fresh Meat
Sep 19, 2011
256
346
0
I understand this bug is a hard one to recognise as a reality, as it's always mentioned in all games, there's little credibility or proof for some random poster claiming their shots are off, because in the eyes of the devs it could just be in-fact the user's aim.

But it happens too frequently and to too many people in RO2 to be ignored by the devs, unless they want the word to get out that serious limitations are being allowed to continue to exist. And that would be absurd, obviously. Bugs like this need to be seen to being squashed so that ongoing sales don't suffer.

If, on the other hand, it's a UT-engine tick-rate issue that can't be solved...:(
 

Reise

FNG / Fresh Meat
Feb 1, 2006
2,689
851
0
Maine, US
So Tripwire, are you actually accepting faulty hit detection as a valid issue or are you disregarding it completely?

I would like others who have come into contact with this issue to speak up and retort on this.

Just because the devs aren't personally addressing you for everything they may be working on at the moment doesn't mean they're ignoring (fairly large in this case) issues.
 

Graphic

FNG / Fresh Meat
Aug 2, 2006
470
241
0
Nevada
There's nothing faulty about the hit detection.

There is something faulty about it being nearly impossible to get a ping under 100 unless the server is next door to you and the admins aren't running 64 slots on a pentium 3.

Same result, but it's a different beast. The times I've actually played with a low ping, my hits were detected just fine.
 

Gudenrath

FNG / Fresh Meat
Aug 23, 2011
2,135
313
0
There's nothing faulty about the hit detection.

There is something faulty about it being nearly impossible to get a ping under 100 unless the server is next door to you and the admins aren't running 64 slots on a pentium 3.

Same result, but it's a different beast. The times I've actually played with a low ping, my hits were detected just fine.

The problem I described above happened while I had a ping less than 100 (I have no problem finding European low ping servers as I don't play 64 player servers at all) and also against an enemy that wasn't moving. So your claim that "there's nothing faulty about the hit detection." is obviously incorrect.
 
  • Like
Reactions: Graphic

Stahlhelmii

FNG / Fresh Meat
Aug 16, 2011
721
401
0
You should perhaps make less categorical claims then, especially since it sounds like you only have limited experience playing in a low-ping environment.

+1. As I've repeatedly stated, I always check ping when this happens, and this constantly happens even if both I and the other player have pings from 40-60! Also happens if I ping at 50 and the other guy at 250, if the pings are reversed, and if whe're both in the mid 100's ... ALL pings.
 
  • Like
Reactions: Jason_Argo

Colt .45 killer

Grizzled Veteran
May 19, 2006
3,997
775
113
There's nothing faulty about the hit detection.

There is something faulty about it being nearly impossible to get a ping under 100 unless the server is next door to you and the admins aren't running 64 slots on a pentium 3.

Same result, but it's a different beast. The times I've actually played with a low ping, my hits were detected just fine.


You may have a point.

I noticed some hit reg problems in the beta that mostly went away till the beta came back up, and with it the ping of every server went up x4. Since then I die all the time to faulty hitregs.