I do not think there is poor hit detection.

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Sickerthansars

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Sep 17, 2011
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Ah right. I just started playing FPS today, not 15 freaking years ago. You must be new to forums if that's the best argument you can type up. Even the devs have experienced the hit reg issues, they just can't reproduce them.

Guess they're new to FPS too, huh?

It was just as good of an argument as "i have hit reg issues"

that can't be recreated anywhere

or the bit about

"people aren't running around hip firing complaining about hit reg issues"

still makes me chuckle that anyone could honestly be that naive
 
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Nenjin

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Apr 30, 2009
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Yet they're SEEN everywhere. Even on servers with decent ping. More to the point, if TWI recognizes it as a problem, it's a problem. They're backed up by the hundreds of reports of just flat out wrong hit detection under very bizarre circumstances.

Let me give you a counter example though. I spend a lot of time on Pavlov's playing Machine Gunner, shooting people in the 9th of January Square at ranges over 175m from the top floors.

And I can fire SINGLE SHOTS at moving targets on the run, totally guessing elevation and lead times, and make kills left and right. Literally, I can't plot trajectory to save my live but I can clean up on at those ranges without even trying.

Why can I hit people that easily at super long ranges yet fail completely when they're practically filling up 50% of my screen? The hit reg in this game just doesn't track. As people have said, at 50m+ it works almost perfectly. At less than 50m it seems to screw up 50% of the time.

still makes me chuckle that anyone could honestly be that naive
Some probably will do this. But when you have people that know better telling you they're not, and still experiencing this problem, maybe you should listen instead of assuming we're just rubes.
 
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Reise

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Feb 1, 2006
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That's not true. There is a large enough gap (due to latency and latency alone) between the time the client fires the gun and the server receives that signal to cause misses. If I had been playing, I would have missed all of those shots too if I had had the same sight picture the person in that video did, simply because of my average ping (90-140). This is solely because RO2 has individual bullet ballistics. If they used hitscan (instantaneous bullet travel to wherever the front sight is, like Counter-Strike, Day of Defeat, etc) those shots should have been hits.

Latency =/= warping and stuttering either. That would be related to packet loss.

The two often go hand-in-hand. I would believe it was an issue of lag if:

- You saw shots hit later on in the dirt/wall/wherever due to latency.
- They didn't immediately gun down a 2nd soldier after the first without issue.

I'm not gonna pretend every single case where the exact same thing has happened in several different scenarios to hundreds of players is simply an issue of ping and packet loss.

That's a load of ****.

It was just as good of an argument as "i have hit reg issues"

that can't be recreated anywhere

Reliably is the operative word you seem to have left out.
 
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AmazingMilto

FNG / Fresh Meat
Aug 20, 2011
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I have what I think are hit registration problems, yet often I will mistake the puff of smoke on the wall over the shoulder of my enemy for the blood.

It doesnt matter, I generally find my boltie is slaughtered by the Semi Auto spam and the Assault Rifles.
 

Cpt-Praxius

FNG / Fresh Meat
Dec 12, 2005
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the issues with hit reg become painfully obvious at close range, I too am of the opinion that hitting at long range is mostly consistent.

I've posted a possible cause for this problem in a couple of other threads before, but I haven't seen anybody else attempt my test to help confirm if my theory is where the problem lies.....

I'll paste what I mentioned earlier here for those interested in trying to figure out where the problem lies. Once we figure out where the problem is happening, Tripwire will be able to focus more directly on fixing the problem, rather than randomly guessing:

"I have been playing around with my game trying to tweak my performance and video settings to something that looks great, but also works smoothly. For the last few weeks I have been using a resolution of 4:3 - 1024x768, which allows me to run most of my settings on either high or Ultra..... I have had no issues with hit detection in that entire time.

However, last week I started playing around with 16:9 resolutions (widescreen for those not quite following)...... the moment I joined into any game online, I noticed right off the bat that over half of my shots that'd normally hit my target were not registering or seem to "Disappear."

I wasn't really paying attention on the hit detection, as I was having some performance issues with those resolutions for my GeForce 210, so I went back to my 4:3 - 1024x768 resolution (and tried a couple of other 4:3 resolutions).... and noticed that again, I was experiencing no hit detection conflicts and every shot hit where I was aiming, every time.

I am suspecting that the problem with people's shots not hitting on mark in-game might have something to do with the aspect ratio of the resolution you are using...... in that maybe the shot is not centered on the screen to where you'd typically aim, thus a miss or the shot seeming to vanish and not hit your target.

As a test for those having hit detection issues, I would suggest trying a 4:3 ratio and see how the game plays.

Yes I know that ratio can be a pain in the butt for some people and their monitors and I am not suggestion you stick to this resolution forever..... I just want people to test to see if there is a difference in their hit detection and report back in the forums, in order to give some information back to the devs & possibly direct them towards what could be causing this problem for some, so that they can fix it quicker, rather than continually trying to guess what's causing the problem based on people just complaining that it doesn't work."
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
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Personally, I have to say I don't notice any hit registration problems. If I miss, its because I usually twitched and legitimately miss. Sure there is the very rare lag spike in servers that I frequent, but I don't count those because the cause is obvious.
 

Kosigan

FNG / Fresh Meat
May 11, 2007
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So please Grand master , Explain this :rolleyes:: Red Orchestra 2 - Ammunition well spent - YouTube

Happens to me many time on 24/32 servers with less 100 ping ( not my vid BTW ).

That's clear proof. I notice the hit reg is always screwy when I'm cycling my bolt really fast; sure maybe my barrel is pointed slightly to the left as I'm cycling and haven't come back to aim totally center-line, but I don't think so. Also notice there's no puffs of smoke or anything indicating he missed them.
 

Stahlhelmii

FNG / Fresh Meat
Aug 16, 2011
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I do not think there is bad hit registration in this game. Let's take a look at this gif. It was used to point out problems with hit reg, but I think that issue does not exist. If you look carefully, the target falls dead with the 8th shot. And it appears that only the 6th, 7th and 8th shot do actually hit. All shots before are near misses. And since not every hit has to be lethal instantly, this gif proved that hit reg is reliable.
Unlike other games, in RO2, the bullets fly along a path at which the barrel is pointing (unlike in other games where a simple approximated cone of dispersion is used). At least that is what my impression is, developers correct please if I am wrong.

And from my experience, I think hitreg is spot on. I regularly play on very large servers in the US (I live in Europe) and I get a 190 ping at times. Yet I can hit sidewards running targets on extreme distances.

Example:
c187m.jpg




I think people mistake the very realistic feature that "your gun is shooting at where your barrel points" for crappy hitreg, which is especially noticable in close combat. I had not a single occurence where hit detection let me down. Yes I had situations where I started firing on an enemy on close combat only to have him spin around and kill me, however in every case he was either wounded and bandaged, wounded and died later, or I simply missed.

Are you trying to confuse the issue or what? You're showing a badly aimed, recoiling Mkb42 spray. You're wrong -- PERIOD.
 

Stahlhelmii

FNG / Fresh Meat
Aug 16, 2011
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Easy now. We are here for calm, reasoned conversation. Do not let this degrade into an insult-fest (that will get us nowhere)

Putz, what is TWI's take on this? Devs have been asking for video evidence for weeks and it's been there since last night. Is the problem at least going to finally be acknowledged?
 

Cpt-Praxius

FNG / Fresh Meat
Dec 12, 2005
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So please Grand master , Explain this :rolleyes:: Red Orchestra 2 - Ammunition well spent - YouTube

Happens to me many time on 24/32 servers with less 100 ping ( not my vid BTW ).

From what I see in that video, the first two shots might have hit the target, but were non lethal, third shot was a clear miss because they just fired too quickly, and the last shot before he was killed... I am not 100% sure due to the pixilation of the video & its compression, but I thought I saw some blood impact before he died.

The German should have clearly died from the last shot, but didn't.... it could be hit-reg issues, but I am not sure on that.

Again, I'm not saying Hit-Reg doesn't exist, as I did experience it when I went to a 16:9 ratio for a while (all close combat seemed to end up with me dead and zero hits on the enemy).... but when I switched back to 4:3 ratio, everything is perfectly fine.

Could the people in here who are having problems with hit-reg post what resolutions they are using when playing the game?

I still strongly believe it has to do with something relating to the resolution on the screen and something not lining up properly to the centre of the screen, much like how the iron sights don't always line up when you snap from covered position too quickly. (Yes I know that's a completely different issue, but the core issue of things not lining up is what I'm relating to)
 
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Stahlhelmii

FNG / Fresh Meat
Aug 16, 2011
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From what I see in that video, the first two shots might have hit the target, but were non lethal, third shot was a clear miss because they just fired too quickly, and the last shot before he was killed... I am not 100% sure due to the pixilation of the video & its compression, but I thought I saw some blood impact before he died.

The German should have clearly died from the last shot, but didn't.... it could be hit-reg issues, but I am not sure on that.

Again, I'm not saying Hit-Reg doesn't exist, as I did experience it when I went to a 16:9 ratio for a while (all close combat seemed to end up with me dead and zero hits on the enemy).... but when I switched back to 4:3 ratio, everything is perfectly fine.

Could the people in here who are having problems with hit-reg post what resolutions they are using when playing the game?

I still strongly believe it has to do with something relating to the resolution on the screen and something not lining up properly to the centre of the screen, much like how the iron sights don't always line up when you snap from covered position too quickly.

16:9/1920x1080 -- the proper resolution for my widescreen. I see and appreciate where you're going, but I'm not using an improper resolution. I'm done making ridiculous adjustments to compensate for all the problems with this game. This one they've been aware of since beta, and they flat out refuse to even acknowledge it. You've got people with mega machines gimping their settings and getting low fps ... hell, since the last patch, I've gone from a steady 40-50 fps with no stutter to a 16-34 random fps stutter-fest with a machine that exceeds their recommended requirements, and have received nothing from the devs on that one other than thinly-veiled assertions that it's suddenly, coincidentally a problem with my computer or settings that magically appeared instantaneously with the last patch!
 
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=GG= Mr Moe

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Mar 16, 2006
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From what I see in that video, the first two shots might have hit the target, but were non lethal, third shot was a clear miss because they just fired too quickly, and the last shot before he was killed... I am not 100% sure due to the pixilation of the video & its compression, but I thought I saw some blood impact before he died.

Agreed, although the second shot may have hit the other german. It did look like the fourth shot hit him with the third shot a clear miss.

The German should have clearly died from the last shot, but didn't.... it could be hit-reg issues, but I am not sure on that.

He might also have bandaged a wound, couldn't tell from the video.
 
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Nenjin

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Apr 30, 2009
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and they flat out refuse to even acknowledge it.

They have acknowledged it, in other threads. So you're wrong there. And pestering Putz for a response is pointless; he's a mod, he didn't make the game and he's not TWI.
 

aD.Luoson

FNG / Fresh Meat
Testforhitbox.jpg


Just used a random picture as an example but maybe another issue with hot boxes maybe this, a person hits someone in the arm where i have shown on the picture, and the arm blocks the chest from being hit and being a lethal shot, where in reality it would go though the arm and still hit in the chest?

If this is true, this could also be a reason with it taken up to 3-4 shots in limbs and hands and not very visible or noticeable effect on a non lethal hit
 

Jefferson Poopeyes

FNG / Fresh Meat
Sep 5, 2011
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I have been very pleased with the the way the game registers hits. once you learn how to effectively lead your shots to compensate for ping it's pretty easy. I wonder if the majority of people complaining about hit reg just don't take that into account when playing... At any rate, anyone who wants to complain should just play CSS for like 5 minutes and they should be find with the way this game registers hits.
 

Stahlhelmii

FNG / Fresh Meat
Aug 16, 2011
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They have acknowledged it, in other threads. So you're wrong there. And pestering Putz for a response is pointless; he's a mod, he didn't make the game and he's not TWI.

My mistake, I thought Putz was a dev -- sorry.
 

Nenjin

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Apr 30, 2009
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If this is true, this could also be a reason with it taken up to 3-4 shots in limbs and hands and not very visible or noticeable effect on a non lethal hit

It would have been a massive, massive oversight on their part to make a material penetration system, with bullets going through solid concrete, only to have an arm stop a round from going through to the torso.

I mean, it's an oversight I could understand, but it'd be a criminal one in my book. I'm really hoping it's not like that.
 

Stahlhelmii

FNG / Fresh Meat
Aug 16, 2011
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I have been very pleased with the the way the game registers hits. once you learn how to effectively lead your shots to compensate for ping it's pretty easy. I wonder if the majority of people complaining about hit reg just don't take that into account when playing... At any rate, anyone who wants to complain should just play CSS for like 5 minutes and they should be find with the way this game registers hits.

You're going to "lead" a shot at a guy right 5 feet in front of you? You're completely missing the point -- nobody's talking about long range shots on moving targets.
 

aD.Luoson

FNG / Fresh Meat
It would have been a massive, massive oversight on their part to make a material penetration system, with bullets going through solid concrete, only to have an arm stop a round from going through to the torso.

I mean, it's an oversight I could understand, but it'd be a criminal one in my book. I'm really hoping it's not like that.




Just basing it off that Kar98 video and a different pov. But it looked like his shots were direct on but hit the arms/hands before the body in that video. There is defiantly some sort of issue going on, gotta try looking out side of the square