# Hit Detection

**URL:** <https://battlefieldforum.co/t/hit-detection/104273>\
**Category:** Console\
**Created:** [November 14, 2016, 5:54pm UTC](https://battlefieldforum.co/t/hit-detection/104273 "2016-11-14T17:54:00Z")\
**Posts on this page:** 20\
**Page:** 32

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**Author:** ![denjoga](https://battlefieldforum.co/user_avatar/battlefieldforum.co/denjoga/32/101691_2.png) [@denjoga](https://battlefieldforum.co/u/denjoga)\
**Post date:** [February 17, 2017, 7:41pm UTC](https://battlefieldforum.co/t/hit-detection/104273/621 "2017-02-17T19:41:00Z")

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One of the many patterns that have continued to prove true with each new DICE game is that the “netcode” performs better in the beta and at launch than it does as the games age.  
My theory is that, as the player base grows, so does the amount of variation in latencies in any given server.  
More latency = more latency compensation - DICE’s method of latency compensation is, IMO, the prime cause of poor “netcode” performance, especially for those of us with better connection quality.

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**Author:** ![Ram1c](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/r/97f17d/32.png) [@Ram1c](https://battlefieldforum.co/u/Ram1c)\
**Post date:** [February 17, 2017, 7:46pm UTC](https://battlefieldforum.co/t/hit-detection/104273/622 "2017-02-17T19:46:00Z")

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> [@denjoga](#):
>
> One of the many patterns that have continued to prove true with each new DICE game is that the “netcode” performs better in the beta and at launch than it does as the games age.  
> My theory is that, as the player base grows, so does the amount of variation in latencies in any given server.  
> More latency = more latency compensation - DICE’s method of latency compensation is, IMO, the prime cause of poor “netcode” performance, especially for those of us with better connection quality.

 ![55362007.jpg](https://battlefieldforum.co/uploads/default/original/3X/0/c/0c0bf85ab287cb2fd3662d58f449fc90a1a3502f.jpeg)

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**Author:** ![jdbelcher1998](https://battlefieldforum.co/user_avatar/battlefieldforum.co/jdbelcher1998/32/102379_2.png) [@jdbelcher1998](https://battlefieldforum.co/u/jdbelcher1998)\
**Post date:** [February 17, 2017, 8:25pm UTC](https://battlefieldforum.co/t/hit-detection/104273/623 "2017-02-17T20:25:00Z")

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> [@mischkag](#):
>
> Only a few things have been addressed in that patch.  
> Can you plz elaborate a bit on less damage output?

I noticed something similar to this on the first day the patch released while on Monte Grappa—Cei Rigotti under 30m taking four bullets to kill (with four hit markers). Same kind of situation with other medic rifles all day. I’ve been having more issues since patch—but that could simply be due to a number of factors, including changes made to weapon damage models, recoil, spread, etc.

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**Author:** ![DigitalDeath88](https://battlefieldforum.co/user_avatar/battlefieldforum.co/digitaldeath88/32/105387_2.png) [@DigitalDeath88](https://battlefieldforum.co/u/DigitalDeath88)\
**Post date:** [February 17, 2017, 9:06pm UTC](https://battlefieldforum.co/t/hit-detection/104273/624 "2017-02-17T21:06:00Z")

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Hit detection has been ¯\_(ツ)\_/¯ after the update. I have been killed behind walls now when it never happened before. Love being shot at then going prove behind a wall for cover and when the prone animation is finished I suddenly die to a “headshot” by the guy who started shooting at me before I dropped, the kill cam showing him through said wall.

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**Author:** ![DigitalDeath88](https://battlefieldforum.co/user_avatar/battlefieldforum.co/digitaldeath88/32/105387_2.png) [@DigitalDeath88](https://battlefieldforum.co/u/DigitalDeath88)\
**Post date:** [February 17, 2017, 9:09pm UTC](https://battlefieldforum.co/t/hit-detection/104273/625 "2017-02-17T21:09:00Z")

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> [@denjoga](#):
>
> One of the many patterns that have continued to prove true with each new DICE game is that the “netcode” performs better in the beta and at launch than it does as the games age.  
> My theory is that, as the player base grows, so does the amount of variation in latencies in any given server.  
> More latency = more latency compensation - DICE’s method of latency compensation is, IMO, the prime cause of poor “netcode” performance, especially for those of us with better connection quality.

Here’s the thing though, BF1’s player base is not growing. It is actually falling off faster than BF3 an BF4 (even with all of BF4’s bugs) at the same time after their release. And who can blame them for leaving, any more “fixes” or “balances” and it wont fell anything like a BF game at all.

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**Author:** ![mischkag](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/m/3ab097/32.png) [@mischkag](https://battlefieldforum.co/u/mischkag)\
**Post date:** [February 17, 2017, 9:25pm UTC](https://battlefieldforum.co/t/hit-detection/104273/626 "2017-02-17T21:25:00Z")

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The overall latency was much lower during the Beta. Right now we have about 2..4% of players \>100ms on average. When you hit one of these, the server may have a different idea. Again, that should all be much much better with the XP1 patch. The perception that enemies need less bullets comes mostly from the issue that the weapon firing at times missed bullets and instead combined the damage. That results in the perception of more damage per bullet.

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**Author:** ![jdbelcher1998](https://battlefieldforum.co/user_avatar/battlefieldforum.co/jdbelcher1998/32/102379_2.png) [@jdbelcher1998](https://battlefieldforum.co/u/jdbelcher1998)\
**Post date:** [February 17, 2017, 9:31pm UTC](https://battlefieldforum.co/t/hit-detection/104273/627 "2017-02-17T21:31:00Z")

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> [@mischkag](#):
>
> The overall latency was much lower during the Beta. Right now we have about 2..4% of players \>100ms on average. When you hit one of these, the server may have a different idea. Again, that should all be much much better with the XP1 patch. The perception that enemies need less bullets comes mostly from the issue that the weapon firing at times missed bullets and instead combined the damage. That results in the perception of more damage per bullet.

Would that result in this situation, though, where I get four hitmarkers and the enemy is still alive with a Cei under 30m? I don’t have video of this unfortunately—I never capture to save disc space on my PS hard drive—but that wasn’t the only instance of screwy behavior like this. It’s kind of a reverse of collected bullet damage bug from BF4: you hit the enemy more times than the gun at that distance on that spot on the body should take for a kill, still get hitmarkers for all said landed shots, but enemy still lives.

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**Author:** ![mischkag](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/m/3ab097/32.png) [@mischkag](https://battlefieldforum.co/u/mischkag)\
**Post date:** [February 17, 2017, 9:38pm UTC](https://battlefieldforum.co/t/hit-detection/104273/628 "2017-02-17T21:38:00Z")

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Mmmmh when you get hit markers, the damage was clearly done. It makes 38 damage, with spawn protection or as a cavalry soldier, it is less. But in general 4 hits should always be enough

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**Author:** ![jdbelcher1998](https://battlefieldforum.co/user_avatar/battlefieldforum.co/jdbelcher1998/32/102379_2.png) [@jdbelcher1998](https://battlefieldforum.co/u/jdbelcher1998)\
**Post date:** [February 17, 2017, 9:39pm UTC](https://battlefieldforum.co/t/hit-detection/104273/629 "2017-02-17T21:39:00Z")

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> [@mischkag](#):
>
> Mmmmh when you get hit markers, the damage was clearly done. It makes 38 damage, with spawn protection or as a cavalry soldier, it is less. But in general 4 hits should always be enough

Yes! I know…like I said, screwy. I’m not sure what happened there, if somehow the server attributed the hit to a _different_ enemy—though I couldn’t see any other enemies nearby–or what, but this has happened a few times, enough that I wanted to point it out. Sorry I don’t have any capture of this, but will let you know if I encounter it again.

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**Author:** ![Schmo13](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/s/f04885/32.png) [@Schmo13](https://battlefieldforum.co/u/Schmo13)\
**Post date:** [February 17, 2017, 9:53pm UTC](https://battlefieldforum.co/t/hit-detection/104273/630 "2017-02-17T21:53:00Z")

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> [@mischkag](#):
>
> The overall latency was much lower during the Beta. Right now we have about 2..4% of players \>100ms on average. When you hit one of these, the server may have a different idea. Again, that should all be much much better with the XP1 patch. The perception that enemies need less bullets comes mostly from the issue that the weapon firing at times missed bullets and instead combined the damage. That results in the perception of more damage per bullet.

If this is truly the case then the patch can’t come soon enough. That has been most of my experience playing. Empty 10 round mag in enemy 10 meters away to get a kill while dude 30-40 meters away handguns me with (seemingly) one or two shots. I just chalked it up to being the medic guns are terrible.

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**Author:** ![DigitalDeath88](https://battlefieldforum.co/user_avatar/battlefieldforum.co/digitaldeath88/32/105387_2.png) [@DigitalDeath88](https://battlefieldforum.co/u/DigitalDeath88)\
**Post date:** [February 17, 2017, 10:01pm UTC](https://battlefieldforum.co/t/hit-detection/104273/631 "2017-02-17T22:01:00Z")

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Another bug I get after the update is when dying then being revived while ADS I revive to being stuck ADS and not able to fire or reload.

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**Author:** ![mischkag](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/m/3ab097/32.png) [@mischkag](https://battlefieldforum.co/u/mischkag)\
**Post date:** [February 17, 2017, 10:37pm UTC](https://battlefieldforum.co/t/hit-detection/104273/632 "2017-02-17T22:37:00Z")

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This bug has been around since launch and hard to reproduce. However we are looking into fixing it. Sorry about that.

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**Author:** ![VBALL\_MVP](https://battlefieldforum.co/user_avatar/battlefieldforum.co/vball_mvp/32/103977_2.png) [@VBALL\_MVP](https://battlefieldforum.co/u/VBALL_MVP)\
**Post date:** [February 17, 2017, 11:18pm UTC](https://battlefieldforum.co/t/hit-detection/104273/633 "2017-02-17T23:18:00Z")

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> [@mischkag](#):
>
> The overall latency was much lower during the Beta. Right now we have about 2..4% of players \>100ms on average. When you hit one of these, the server may have a different idea. Again, that should all be much much better with the XP1 patch. The perception that enemies need less bullets comes mostly from the issue that the weapon firing at times missed bullets and instead combined the damage. That results in the perception of more damage per bullet.

So if I understand this, you’re saying only 2 to 4% of players have latency above 100ms?

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**Author:** ![mischkag](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/m/3ab097/32.png) [@mischkag](https://battlefieldforum.co/u/mischkag)\
**Post date:** [February 17, 2017, 11:19pm UTC](https://battlefieldforum.co/t/hit-detection/104273/634 "2017-02-17T23:19:00Z")

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Across all servers on PC yes. Sorry, wasn’t specific enough.

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**Author:** ![mischkag](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/m/3ab097/32.png) [@mischkag](https://battlefieldforum.co/u/mischkag)\
**Post date:** [February 17, 2017, 11:24pm UTC](https://battlefieldforum.co/t/hit-detection/104273/635 "2017-02-17T23:24:00Z")

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On consoles, we have about 4% 100…200ms and 0.5% 200+ms

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**Author:** ![VBALL\_MVP](https://battlefieldforum.co/user_avatar/battlefieldforum.co/vball_mvp/32/103977_2.png) [@VBALL\_MVP](https://battlefieldforum.co/u/VBALL_MVP)\
**Post date:** [February 17, 2017, 11:24pm UTC](https://battlefieldforum.co/t/hit-detection/104273/636 "2017-02-17T23:24:00Z")

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> [@mischkag](#):
>
> Across all servers on PC yes. Sorry, wasn’t specific enough.

No data on console? I mean if we are talking 4%, means something else is going on.

Edit: Sorry you ninja’d with console data

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<div class="post-metadata">

**Author:** ![jdbelcher1998](https://battlefieldforum.co/user_avatar/battlefieldforum.co/jdbelcher1998/32/102379_2.png) [@jdbelcher1998](https://battlefieldforum.co/u/jdbelcher1998)\
**Post date:** [February 18, 2017, 12:20am UTC](https://battlefieldforum.co/t/hit-detection/104273/637 "2017-02-18T00:20:00Z")

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> [@VBALL\_MVP](#):
>
> > [@mischkag](#):
> >
> > Across all servers on PC yes. Sorry, wasn’t specific enough.
> 
> No data on console? I mean if we are talking 4%, means something else is going on.

I agree. 4% is really rather surprising to me.

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**Author:** ![Schmo13](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/s/f04885/32.png) [@Schmo13](https://battlefieldforum.co/u/Schmo13)\
**Post date:** [February 18, 2017, 12:43am UTC](https://battlefieldforum.co/t/hit-detection/104273/638 "2017-02-18T00:43:00Z")

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> [@jdbelcher1998](#):
>
> > [@VBALL\_MVP](#):
> >
> > > [@mischkag](#):
> > >
> > > Across all servers on PC yes. Sorry, wasn’t specific enough.
> > 
> > No data on console? I mean if we are talking 4%, means something else is going on.
> 
> I agree. 4% is really rather surprising to me.

Funny i got flamed way back for suggesting this and how other games play fine. Now all of a sudden it might be something else…

Whatever it is I hope we can pin it down.

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<div class="post-metadata">

**Author:** ![mmarkweII](https://battlefieldforum.co/user_avatar/battlefieldforum.co/mmarkweii/32/102833_2.png) [@mmarkweII](https://battlefieldforum.co/u/mmarkweII)\
**Post date:** [February 18, 2017, 2:02am UTC](https://battlefieldforum.co/t/hit-detection/104273/639 "2017-02-18T02:02:00Z")

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> [@mischkag](#):
>
> On consoles, we have about 4% 100…200ms and 0.5% 200+ms

Interesting…

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<div class="post-metadata">

**Author:** ![stuwooster](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/s/c37758/32.png) [@stuwooster](https://battlefieldforum.co/u/stuwooster)\
**Post date:** [February 18, 2017, 2:08am UTC](https://battlefieldforum.co/t/hit-detection/104273/640 "2017-02-18T02:08:00Z")

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I have been getting the problem with ducking behind cover a lot recently, as soon as shots come in, duck behind a wall or dune or run round a corner then after the animation appears to have finished you just die. Its incredibly frustrating.

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