Point blank range 3 shots to the chest no kill

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PUTZ

FNG / Fresh Meat
Nov 21, 2005
4,563
634
0
Baltimore, MD, USA
Its any chance to change ini on server to disable this because i can understand this on open area not in building this just work like wallhack for me

Well, after a small search, it turns out you might be able to.

Go into the ROGame.ini and search for bDisablePeripheralActionIndicators=False

Set that to True. And you should now have no peripheral indicators (untested, but it should work)
 

Nenjin

Grizzled Veteran
Apr 30, 2009
3,879
480
83
Sub-Level 12
As an aside, I'm amazed how many gameplay features have toggles found in the .inis. I don't think I've ever played a FPS that let you turn the amount of features on and off that RO2 does.
 

tees

FNG / Fresh Meat
Sep 13, 2011
13
0
0
Well, after a small search, it turns out you might be able to.

Go into the ROGame.ini and search for bDisablePeripheralActionIndicators=False

Set that to True. And you should now have no peripheral indicators (untested, but it should work)

If i will change this on server ini will this disable this for all players on server or u mean to change this in my game ini just for me
thanx
 

IceShade

FNG / Fresh Meat
Jul 28, 2006
32
3
0
So... bDisablePeripheralActionIndicators=False..

Doesn't that means that they are enabled? How does setting disable to true enable them?! ..

Oh well, only one way to find out. I'm gonna raise my eyebrow if it does work.
 

Wolfiefang

FNG / Fresh Meat
May 1, 2009
53
4
0
Putz, aren't you going to address the video evidence?

Ouh let me try to reply for him! I noticed that on server with decent ping that atleast 80+, when people hop over cover or just kinda... glitch up and down bad stepping points... they are VERY hard to hit. I think this is just LAG+ a large shift in the hit box... a smaller issue to me.

If you watch the video in slow motion, you'll notice he's actually missing a LOT and seems to score a hit to the guy's arm. The other player firing the mp40 seems to be missing only by signs of bullets hitting the wall to the right of the player recording, but it's obviously hard to tell.

In the end.... that fact that the questionable hits are all on the EDGE of the enemy and with the lesser recording quality, this just seems to be a slight bit of lag+ firing the fun rapidly without taking enough time to aim at the target.

I actually think there MAY be a hit detection issue, but I don't think this video can help Tripwire in ANY way in finding it out.
 

Josef Nader

FNG / Fresh Meat
Aug 31, 2011
1,713
1,165
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The reason TWI don't have any answers for us is because we can't reproduce it with any consistency. It's impossible to fix a bug if you don't know how it works.

Until we can replicate the hit detection issue, TWI doesn't stand a chance in hell at fixing it.
 

theking

FNG / Fresh Meat
Sep 14, 2011
50
60
0
omg this happens to me all the time , its the single most annoying thing about this game... wat good is an fps with hit reg like this??
 

redbeard

FNG / Fresh Meat
Sep 29, 2011
49
8
0
Sorry... no video, but the ping was 116 at the time, I checked it right after the following happened. The server had 40-50 players.

I snuck up to an AT gunner, who was prone and about 15 m away. He was pointing 90 degrees away from me, and it took 4 or 5 short bursts to the chest to kill him with the ppsh. He was completely still, and firing his gun (not at me) until the end, so I know I didn't miss the death animation. I was crouching, and wasn't moving either.

I've felt that this has happened on a few occasions, but nothing so obvious as this one.
 

Josef Nader

FNG / Fresh Meat
Aug 31, 2011
1,713
1,165
0
Some kind of statement from TWI on the posted videos would be nice ...

Like? "Yes, that might be an issue with hit detection?"

Quoting myself here:

The reason TWI don't have any answers for us is because we can't reproduce it with any consistency. It's impossible to fix a bug if you don't know how it works.

Until we can replicate the hit detection issue, TWI doesn't stand a chance in hell at fixing it.

They're as helpless as we are until we can reproduce it for them.
 

Stahlhelmii

FNG / Fresh Meat
Aug 16, 2011
721
401
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Bumping the thread up, again (hopelessly?) hoping to hear from a dev on this issue and the evidence presented in this thread ... :mad:
 

Leopardi

FNG / Fresh Meat
Apr 6, 2010
637
128
0
It's either

1. Server packetloss
2. Bad tickrate on server
3. Ping and bullet lag means you are hitting behind a moving guy in point blank range if you arent leading enough.

If someone would eliminate these it would help greatly for finding the issue if there is any. Type stat net and you'll see packetloss/tickrate of the server.
 
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Sir Reginald

FNG / Fresh Meat
Sep 7, 2011
311
71
0
It's either

1. Server packetloss
2. Bad tickrate on server
3. Ping and bullet lag means you are hitting behind a moving guy in point blank range if you arent leading enough.

If someone would eliminate these it would help greatly for finding the issue if there is any. Type stat net and you'll see packetloss/tickrate of the server.

Or you seeing one thing and he seeing anther
if he has a lower ping to him he firing first while to you , your firing first
on high ping sever it even hard to throw smoke because of packet loss
you can hold down the fire button and you still will throw the smoke because of packet loss
and if your at the point between a good ping and bad ping all kind of OMG moments happen, as the ping goes up and down