The hit detection still seems a little off. Especially when firing at close range with one-shot weapons, like the A10 Hunter shotgun and various sniper rifles. I am clearly hitting the enemy because a hit marker appears (even headshots), but should it really take 4 shots at close range with a shotgun, when you can use that same weapon at long distances and get a one-shot kill? There is no way I can get a headshot at close range with the shotgun (and I know its a headshot because of the color indicator, I have my headshots set to yellow), and have to shoot the enemy so many times, that by the 4th shot he finally turns around and is able to kill me first. I’m sorry, but that is just awful hit detection. I guess my gripe is with the inconsistencies in hit detection, not only with a shotgun, but with sniper rifles as well. If you can one-shot kill a person from a distance with a weapon, then you should also be able to one-shot kill them at close range, especially when the indicator shows you hit the enemy directly in the head and upper body.
It’s not hit detection that’s the issue. It’s the network issues that causes it.
I have the same thing. Some games it’s fine and I am 3 shotting with the medic DMRs as I would expect, other games I can be getting 5 or 6 hits in quick succession and they’re still moving around.
Yeah, I dunno what is causing it, but it really needs to get fixed. Please VOTE UP the original post guys…
Hit detection is only the issue if you would not receive the marker(the marker is a server acknowledgment of your hit).Networking issues arise when you don’t get the marker but feel like you at least hit on your client.It is more a matter of how much damage your hit caused based on distance, angle and the victims setup.The shotgun can spread its bullets quite a lot.
Well. I was right behind a guy. Same thing.
I shot him in the back of the head, point blank with a Model 10 Hunter, thing is, no timeout icon, no packet loss, no anything in the top right, right? Well I did a hit of 92 on a Scout, not a Cavalry dude or a Sentry dude.
After their update where they said they “fixed” inconsistencies, well, they’re more inconsistent now than ever.
Sorry, but I call Bull on that. Since the last “Update” all EU Servers have not the maximum Pingrating anymore and sometimes the Hit Detection gets out of the Window. Last night I got 4 Hits in the Back of an enemy with the A10 Hunter (incl. Markers) and he turns around and one shots me with his A10 Hunter. These type of inconsistencies killed BF4 in a major way and if dice does NOT reward ppl with a crappy ping that would not be an issue.
Ive been shooting at stationary players 1st shot will register even though nothing has changed and the other player still hasn’t moved shots 2 & 3 don’t register then shot 4 will register again, the hit detection can be really bad.
Also ive noticed when i’m on the team thats being steam rolled hit detection is non existent yet when i’m on the team doing the steam rolling hit detection is fine. When I put on the net graph to check its not my connection my min ping is 5ms max 40ms average 30ms 0 packet loss its not networking issues my side its networking issues of other players ruining the game for me.
Well for the customers point of view I can see that Hit Detection and Damage calculation/application is the same thing as the result of it is what matters. You are not the only or first ones to report the issue, so there is definitely some problem(s).I am looking into this and hope to be able to improve it for the future. Thanks for bringing it up.
Finally.
Just out of interest guys what monitor or tv are you using?
No comment. ![]()
Im not saying or saying that could be the problem for me.
24" Benq gaming monitor 2ms response time, it doesn’t improve the hit detection though.
It’s been really bad lately. I’ve had enough.
The problem has been well documented over the past few years and Dice refuse to fix it.
When a server has high ping players in it, the experience of the low ping players is negatively effected.
It’s absolutely ridiculous that I can have frame rate drops, teleporting players and rubber bullets in a server with full green bars. Yet, I can go play in a yellow 2 bar server and have the game play silky smooth.
Dice purposely chooses to punish low ping players in effort to give high ping players a good experience.
First of all we do not refuse to fix it at all. We focused quite a lot on making it very responsive for low ping players. High ping players have quite a hard time to actually hit somebody, have you ever played with 300+ms ping? We need to allow high ping players to still have a decent experience, but clearly favor the low pingers in many ways. Yes we gonna try to improve the perceived lagginess, particularly for the high pingers inside the low pingers clients. I understand the frustration, but its simply not true that we do not listen or purposely punish players or ignore the issues. Its just a very delicate balance, but again, we are actively looking into it and hope to improve it.
Holy cow another response.
I think the low ping players should get the priority for a smooth game, since we’re the players who have invested time and money in a good connection, setting up everything properly and playing on the servers in our region to ensure we have a good experience gaming online. Also it prevents players purposely gimping there connections and playing out of region to gain a advantage. I have played on the american servers i’m in the uk and found theres not a great deal of difference compared to playing on the eu servers in my region, some games were actually better connection wise I can see why some players actually choose to play out of region.
The problem is that a generally smooth game also comes along with a delay in response. Imagine everybody gets a significant delay in movements to counter lags. Whenever somebody hits you, you will get hit very much delayed and the hit around corner issues happen. So it is a fine balance. It mainly need to get improved for high ping players which often come along with an inherently high ping variance too.
Don´t get me wrong, it is the best BF Game since BC2 and I like it a lot, the overall technical experience is pretty good. And I really appreciate the time you take to answer here. Also it is awesome to hear, that you are willing to make improvements to this great game.
I made small clip last night wich sums it up pretty good I guess
https://account.xbox.com/de-de/gameclip/dee54156-7a6e-44b8-a541-1c89aed613ff?gamerTag=der Metatron&scid=72010100-7d7f-4105-b34e-3ec552a4c121
The interesting Part is starting at 00:18, before that it is aim on my account.
Hunter Model 10 close range Hip fire, that usually is doing the Trick. Enemy gets around the corner, I shoot first (the Animation is there), the shot is a llittle bit off center, but at least should generate some Hit Markers. I am one shotted, due to not being on full Health (wich is fine). Killcam shows that the enemy has still 100 % and THAT should be not possible
For me it does not look like problems with damage calculation, rather it looks like he was way more to the left from my point of view. I only cann guess that this had something to do with his client to Server connection wich was not able to send my Client the correct data in time.
I only play on EU Servers and I bet if the rentals Servers had any chance of blocking High Pingers or OOR Players the community would appreciate that.
As soon as that player left the game “Hit detection” was spot on again.
Ive seen players with connections so bad there rubber banding, I watched 1 guy run across the map 20 metres forward teleport 10 metres back then teleport 20 metres forward again i’m starting to see this every few games now. when you have a server of low ping players the game runs fine when some high ping players join the server it starts to become unplayable and as the game gets very out of sync and hit detection disappears.
There should be official ping locked servers in every region a server for players <50ms ping , 50 - 150ms ping , 150ms - 300 ping.
Ive been saying this all along. I have TWO pervious posts about this in this section of the forum. SMH.