# 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:** 37

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**Author:** ![rock1obsta](https://battlefieldforum.co/user_avatar/battlefieldforum.co/rock1obsta/32/103288_2.png) [@rock1obsta](https://battlefieldforum.co/u/rock1obsta)\
**Post date:** [March 14, 2017, 8:27pm UTC](https://battlefieldforum.co/t/hit-detection/104273/721 "2017-03-14T20:27:00Z")

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> [@Michael\_Seaman](#):
>
> > [@jdbelcher1998](#):
> >
> > The game is much worse for me post patch. I’m so frustrated I don’t even know where to begin. Dying behind cover is more frequent than it was. Shots not registering. Enemies skipping, teleporting, and rubber banding so I can’t hit them (I have footage of all this). My net graph had been on the whole time. Not one latency spike and no packet loss…server tick has been stable.
> 
> This has been my experience as well. My number of WTF moments increased exponentially when I played the new DLC. So frustrating.
> 
> I wish DICE would stop everything they are doing and focus 100% of their efforts on fixing all bugs and issues before rolling out any new DLC. I’d much rather have a flawlessly working game than new maps and guns.

Absolutely.  
Forget _ **EVERYTHING** _ else til the game runs and drives perfectly. It’s utter bogus that rather than fix glaring issues that I repeatedly see people having in the forums, they’re too busy pumping out newer broken stuff.  
Enough already. Do what you did by the 3rd year BF4 was out to BF1 right now. I can’t believe they didn’t learn from that debacle.

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**Author:** ![lionking7001](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/l/cc9497/32.png) [@lionking7001](https://battlefieldforum.co/u/lionking7001)\
**Post date:** [March 14, 2017, 8:35pm UTC](https://battlefieldforum.co/t/hit-detection/104273/722 "2017-03-14T20:35:00Z")

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OMG it is even worse than before… Frustrated, disappointed!

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**Author:** ![mmarkweII](https://battlefieldforum.co/user_avatar/battlefieldforum.co/mmarkweii/32/102833_2.png) [@mmarkweII](https://battlefieldforum.co/u/mmarkweII)\
**Post date:** [March 14, 2017, 8:49pm UTC](https://battlefieldforum.co/t/hit-detection/104273/723 "2017-03-14T20:49:00Z")

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> [@jdbelcher1998](#):
>
> The game is much worse for me post patch. I’m so frustrated I don’t even know where to begin. Dying behind cover is more frequent than it was. Shots not registering. Enemies skipping, teleporting, and rubber banding so I can’t hit them (I have footage of all this). My net graph had been on the whole time. Not one latency spike and no packet loss…server tick has been stable.

This is exactly what happens for the first few days after a patch is released. It has happened for years now. Give it a few days or a week and let the placebo wear off.

On another note, the tweaks in the patch were supposed to expose who has good internet and who thought they had good internet. We shall see.

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**Author:** ![stuwooster](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/s/c37758/32.png) [@stuwooster](https://battlefieldforum.co/u/stuwooster)\
**Post date:** [March 14, 2017, 8:59pm UTC](https://battlefieldforum.co/t/hit-detection/104273/724 "2017-03-14T20:59:00Z")

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Personally i have just had two really great games, joined in 3/4 way through one, finished 12th 18-7  
then full game, came 2nd 35-11 28,000 points,  
Mostly played scout, in-region EU.  
Now, at the risk of inciting outrage, it was mentioned that those people with poor connections will definitely be at a disadvantage when it comes to questionable/last minute shots.  
So far i am finding that this patch plays great.

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<div class="post-metadata">

**Author:** ![KingTolapsium](https://battlefieldforum.co/user_avatar/battlefieldforum.co/kingtolapsium/32/102530_2.png) [@KingTolapsium](https://battlefieldforum.co/u/KingTolapsium)\
**Post date:** [March 14, 2017, 9:33pm UTC](https://battlefieldforum.co/t/hit-detection/104273/725 "2017-03-14T21:33:00Z")

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I am still seeing 3d model jitter, mostly when first seeing an enemy or after turning around at them. Not having the same difficulty shooting them, will have to play a lot more to be confident in the change

Shots still land behind cover, though I haven’t had anything too exaggerated happen yet, and I’m pretty sure nothing has changed in this regard.

The last shot being counted feels pretty amazing, I’ve already gotten a handful of last second kills that I know I wouldn’t have pre-patch.

I think I’ve already found an instance of being held by damage again, so I’ll keep investigating.

I’m noticing more bullet/explosion audio being delayed. Would make things more believable if the death coincided with the corresponding audio. Sometimes the audio never lands, these deaths feel weird and questionable, simply due to presentation.

The game feels a lot smoother on pspro, so that’s pretty cool.

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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:** [March 14, 2017, 10:12pm UTC](https://battlefieldforum.co/t/hit-detection/104273/726 "2017-03-14T22:12:00Z")

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> [@mmarkweII](#):
>
> > [@jdbelcher1998](#):
> >
> > The game is much worse for me post patch. I’m so frustrated I don’t even know where to begin. Dying behind cover is more frequent than it was. Shots not registering. Enemies skipping, teleporting, and rubber banding so I can’t hit them (I have footage of all this). My net graph had been on the whole time. Not one latency spike and no packet loss…server tick has been stable.
> 
> This is exactly what happens for the first few days after a patch is released. It has happened for years now. Give it a few days or a week and let the placebo wear off.
> 
> On another note, the tweaks in the patch were supposed to expose who has good internet and who thought they had good internet. We shall see.

Yes, I’m aware of this (a lot of the crappy gameplay on patch day is due to the servers being strained from excess traffic, etc., etc.). I’m not sure it’s appropriate to call what I’m experiencing a placebo, however. I have evidence of this, not just “feeling” it. I’ll put together a video when I can of all this footage.

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**Author:** ![misisipiRivrRat](https://battlefieldforum.co/user_avatar/battlefieldforum.co/misisipirivrrat/32/102822_2.png) [@misisipiRivrRat](https://battlefieldforum.co/u/misisipiRivrRat)\
**Post date:** [March 14, 2017, 10:47pm UTC](https://battlefieldforum.co/t/hit-detection/104273/727 "2017-03-14T22:47:00Z")

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> [@VBALL\_MVP](#):
>
> > [@jdbelcher1998](#):
> >
> > > [@misisipiRivrRat](#):
> > >
> > > @mikeyTT, ( or anyone in the know )
> > > 
> > > I’ve used PingPlotter to run a trace to 3 server locations, but like I said the servers are the ones you provided links for. And they are listed as xboxone servers and I’m on ps4.  
> > > So on the uk server there are 15 hops with a average 144ms and no packet loss. From the Washington DC server there were 17 hops and a 57ms aveage, no packet loss. And from the San Jose server there were 16 hops with a average 82ms and no packetloss.  
> > > I found it interesting that there were fewer hops to the uk. Now my question is 16 and 17 too many hops? Would my isp be able to shorten those hops if I asked? Thanks for any input or advice.
> > 
> > That’s a good question: Where can we find the IP addresses for servers now? In BF4 you could go in server settings and they would be listed there, but I only have the XBoxOne server that was shared with me about twenty pages back and don’t have an IP for any of the PS4 US East servers. @misisipiRivrRat when I pinged that Xbox server (which is 159.153.155.76) I got two timeouts and a ping spike on the third hop (which I’m dealing with my ISP about), but it only took 8 hops to reach the server.
> 
> I put out server ip addresses before for BF4 and BF1. You can use a tool like wireshark to sniff the packets. Unless you have a hub (not a switch) or a computer acting as a gateway server (or a router that can sniff packets) you are gonna have to use wireless and a program like Nighthawk to spoof traffic to your computer. Go on a server play a few minutes and capture the ip address.
> 
> @misisipiRivrRat post an image of your results so we can look and help explain what you see.[/quote
> 
> > [@jdbelcher1998](#):
> >
> > > [@mmarkweII](#):
> > >
> > > > [@jdbelcher1998](#):
> > > >
> > > > The game is much worse for me post patch. I’m so frustrated I don’t even know where to begin. Dying behind cover is more frequent than it was. Shots not registering. Enemies skipping, teleporting, and rubber banding so I can’t hit them (I have footage of all this). My net graph had been on the whole time. Not one latency spike and no packet loss…server tick has been stable.
> > > 
> > > This is exactly what happens for the first few days after a patch is released. It has happened for years now. Give it a few days or a week and let the placebo wear off.
> > > 
> > > On another note, the tweaks in the patch were supposed to expose who has good internet and who thought they had good internet. We shall see.
> > 
> > Yes, I’m aware of this (a lot of the crappy gameplay on patch day is due to the servers being strained from excess traffic, etc., etc.). I’m not sure it’s appropriate to call what I’m experiencing a placebo, however. I have evidence of this, not just “feeling” it. I’ll put together a video when I can of all this footage.
> 
> Ugh, just ugh! Though I had a couple of great scores the gameplay felt off. There was indeed a few deaths behind cover and more than a few deaths from enemies that no way had a sight line to me. Like the killcam showed the guy who killed me was across thd map behind a building or hill. Suppose this could be a killcam issue not showing the real person who killed you?

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<div class="post-metadata">

**Author:** ![KingTolapsium](https://battlefieldforum.co/user_avatar/battlefieldforum.co/kingtolapsium/32/102530_2.png) [@KingTolapsium](https://battlefieldforum.co/u/KingTolapsium)\
**Post date:** [March 14, 2017, 10:48pm UTC](https://battlefieldforum.co/t/hit-detection/104273/728 "2017-03-14T22:48:00Z")

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There should still be hits behind cover. That wasn’t adjusted yet.

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**Author:** ![theONEFORCE](https://battlefieldforum.co/user_avatar/battlefieldforum.co/theoneforce/32/103797_2.png) [@theONEFORCE](https://battlefieldforum.co/u/theONEFORCE)\
**Post date:** [March 14, 2017, 11:08pm UTC](https://battlefieldforum.co/t/hit-detection/104273/729 "2017-03-14T23:08:00Z")

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> [@mmarkweII](#):
>
> > [@jdbelcher1998](#):
> >
> > The game is much worse for me post patch. I’m so frustrated I don’t even know where to begin. Dying behind cover is more frequent than it was. Shots not registering. Enemies skipping, teleporting, and rubber banding so I can’t hit them (I have footage of all this). My net graph had been on the whole time. Not one latency spike and no packet loss…server tick has been stable.
> 
> This is exactly what happens for the first few days after a patch is released. It has happened for years now. Give it a few days or a week and let the placebo wear off.
> 
> On another note, the tweaks in the patch were supposed to expose who has good internet and who thought they had good internet. We shall see.

The problem is people with bad internet will never admit/realize it unless they really examine their situation and it will just be the same complaints about bad netcode except the roles will be reversed.

The netcode has been great for me, almost perfect, since the Winter patch but I’ve gone to great lengths to make sure my internet connection and home network are as solid as they can be. Yet I see the threads like “Winter Patch Broke the Game for Me”…

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<div class="post-metadata">

**Author:** ![KingTolapsium](https://battlefieldforum.co/user_avatar/battlefieldforum.co/kingtolapsium/32/102530_2.png) [@KingTolapsium](https://battlefieldforum.co/u/KingTolapsium)\
**Post date:** [March 14, 2017, 11:19pm UTC](https://battlefieldforum.co/t/hit-detection/104273/730 "2017-03-14T23:19:00Z")

</div>

> [@theONEFORCE](#):
>
> > [@mmarkweII](#):
> >
> > > [@jdbelcher1998](#):
> > >
> > > The game is much worse for me post patch. I’m so frustrated I don’t even know where to begin. Dying behind cover is more frequent than it was. Shots not registering. Enemies skipping, teleporting, and rubber banding so I can’t hit them (I have footage of all this). My net graph had been on the whole time. Not one latency spike and no packet loss…server tick has been stable.
> > 
> > This is exactly what happens for the first few days after a patch is released. It has happened for years now. Give it a few days or a week and let the placebo wear off.
> > 
> > On another note, the tweaks in the patch were supposed to expose who has good internet and who thought they had good internet. We shall see.
> 
> The problem is people with bad internet will never admit/realize it unless they really examine their situation and it will just be the same complaints about bad netcode except the roles will be reversed.
> 
> The netcode has been great for me, almost perfect, since the Winter patch but I’ve gone to great lengths to make sure my internet connection and home network are as solid as they can be. Yet I see the threads like “Winter Patch Broke the Game for Me”…

I have good internet.

I was having problems from launch to now, still have yet to have a perfect looking round regarding netcode.

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<div class="post-metadata">

**Author:** ![oJU5T1No](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/o/a88e57/32.png) [@oJU5T1No](https://battlefieldforum.co/u/oJU5T1No)\
**Post date:** [March 14, 2017, 11:50pm UTC](https://battlefieldforum.co/t/hit-detection/104273/731 "2017-03-14T23:50:00Z")

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Theres nothing wrong with my connection but this game plays horribly.

 ![20170314_210906.jpg](https://battlefieldforum.co/uploads/default/original/3X/8/1/81fd4d6ac202803af6e66090540cea15503471f1.jpeg)

The game is way more out of sync since the patch loads more teleporting and invisible enemies. However I experience this after every patch and after a couple of days it goes back to normal, it might just be the servers stuggling I hope it is anyway and does play this badly all the time. I can’t say in all the wonkyness and out of sync ness I noticed any differences with the hit detection.

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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:** [March 14, 2017, 11:54pm UTC](https://battlefieldforum.co/t/hit-detection/104273/732 "2017-03-14T23:54:00Z")

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> [@jdbelcher1998](#):
>
> The game is much worse for me post patch. I’m so frustrated I don’t even know where to begin. Dying behind cover is more frequent than it was. Shots not registering. Enemies skipping, teleporting, and rubber banding so I can’t hit them (I have footage of all this). My net graph had been on the whole time. Not one latency spike and no packet loss…server tick has been stable.

What do you mean server tick is stable? What’s the value?

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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:** [March 15, 2017, 12:09am UTC](https://battlefieldforum.co/t/hit-detection/104273/733 "2017-03-15T00:09:00Z")

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> [@KingTolapsium](#):
>
> I have good internet.
> 
> I was having problems from launch to now, still have yet to have a perfect looking round regarding netcode.

All games i have played today have been mostly pretty good.

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<div class="post-metadata">

**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:** [March 15, 2017, 12:15am UTC](https://battlefieldforum.co/t/hit-detection/104273/734 "2017-03-15T00:15:00Z")

</div>

> [@stuwooster](#):
>
> > [@KingTolapsium](#):
> >
> > I have good internet.
> > 
> > I was having problems from launch to now, still have yet to have a perfect looking round regarding netcode.
> 
> All games i have played today have been mostly pretty good.

Well one of three things are happening: the patch is showing that many have poor internet, that there are more issues than what some people think, or players across all regions conspired together and are only playing OOR.

I bet I know which one Immortal thinks it is.

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<div class="post-metadata">

**Author:** ![mischkag](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/m/3ab097/32.png) [@mischkag](https://battlefieldforum.co/u/mischkag)\
**Post date:** [March 15, 2017, 12:28am UTC](https://battlefieldforum.co/t/hit-detection/104273/735 "2017-03-15T00:28:00Z")

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Thx for being so active on this forum guys. I cannot address it all, most of it has been said and noted. Your concerns are heard!

@jdbelcher1998: Thx a lot for uploading footage. This makes it much easier for me to understand your issues. The headshot is just above the neck. The 88 dmg most likely was a hit in the neck. @5:14: the enemy player must just have shot before you. This will be changed now so that your bullet will count too (next patch after XP1).  
Yes i also handle the vehicle hit detection. Well it sounds indeed very awkward and poor. Without a video unfortunately i cannot quite grasp what happened ☹  
I agree with your netgraph proposal. I hope i get to do it some time in the future (right now focusing on fixing bugs).  
The winter update did not contain many fixes. It fixes the huge lag you can get even when having a good connection. It also restricts by how much a jittery player gets extrapolated. The first expansion pack (or are you talking about this one?) will have tons of fixes. It is possible they actually missed all my netcode fixes to break down and mention in the XP1 patch notes ☹

@STELLAMANDUDE: You will have an in game latency in the scoreboard on consoles too with the patch after XP1.  
You would be surprised how few players actually have latencies beyond 100ms on consoles (or I will be), not too mention your 300ms example. The winter patch made nothing worse in regards to hit detection, it in fact clamped how far high ping players get extrapolated.

@KingTolapsium: Thx for your 2nd part video compilation. We will look into it. I think I know the underlying issue causing the ‘held by damage issue’. I do believe on the server you are already dead and the server corrects your attempt to move. Not sure what the best way to address it is. I would have to make some efforts to give you the notion of still being able to move but your faith has already been sealed :)So you dont die because of this issue, you are in fact already dead, just dont know it yet 🙂 I would consider any good suggestion to improve or change that notion. I previously applied the death instantly which lead to lots of complaints that other players make more damage than single shots should do (as i cannot apply all the hits leading to your death).  
Unless you know for sure you have experienced this issue without eventually dieing?! This would indicate a different problem.  
Btw inputs are handled at tick rate. No 60Hz sampling unless you play on a 60Hz server.

@oJU5T1No: Well said. Yes we may not be able to get it for BF1, but it has been acknowledged and I hope we will have ping caps in the future.

@FlopTrain: I did answer that many times now. I am with you guys that you should have options to draw from in terms of ping caps/region locks. But it requires some infrastructure and data to get this rolling. I am sorry. Yes we should do the book keeping to know all the players pings to the various server centers and try to offer you the corresponding servers. There is however no way right now to prevent players from joining OOR. Until it sucks to be a high pinger, nothing will change besides the ping caps you are asking for. So i chose to do what i can do and make life really hard for high pingers. 100ms ping is where things get harder. But in all honesty, a 100ms player should not appear much different to you than other 30ms ones and if you walk, the difference of 100ms to 30ms make about 10cm. I dont think that this is a game changer in terms of hit around corners/behind cover. Of course, i’d love to have just pings \< 50ms. At least rented servers should provide that option.  
Do you have any screenshot of a scoreboard where you have lots of high ping players in your server (or are you playing purely on console?)? I always hear the complaints but never see actual evidence how bad it is you claim. I can only look at real telemetry data and cannot confirm this ☹ This is also what the infrastructure guys make decisions based on. So if they see 1..2% of players with ping of 200+ms, it is not easy to justify drastic changes there.  
It is unfortunate that you still dont have any information about the other players connection in game. Sorry about this. We should have had addressed this much earlier.  
About the 900ms post..are you sure you do not mix that up with Extrapolation values of 900ms in the netgraph? I hav eseen these ones. There was a bug i fixed for the winter patch which saw frame spikes resulting in more and more local lag compensation resulting in ridiculous 900ms making the game lag behind like there is no tomorrow.

Also one should not forget about the time the visual presentation lacks behind the actual physical representation of the game (simulate world → prepare rendering → send to GPU → Render on GPU → display on monitor) is contributing itself to inherent hit detection issues.

@VBALL_MVP: I really hope that with all the improvements I made leading to XP1 and the patch after that, is that high ping players will more be seen as easy targets than lagging and impossible to kill players. This should then encourage them to not join servers out of region deliberately. Of course we will pursuit the installation of ping caps.

@kniphtee: Thanks for your summary of the issues. Some should be fixed with XP1, some in the patch after that and some others hopefully in the future.  
The missing hits on a proning soldier are unfortunate. Plz next time watch out if you see blood splatter on your client which indicates the client hit and send the damage to the server but the missing hit indicator tells you the server thinks otherwise. This would help identifying the issue.

@lizzard: About the ping caps…yes it sounds simple. But it requires the frontend UI team to provide feedback in the serve rbrowser/options, the infrastructure to know the latencies without actually joining the servers etc., the operation centers to balance region locked servers vs. normnal, prevent users from seeing/joining explicitly servers they cannot, somehow to make sure you still populate the servers enough…it becomes a not so trivial problem to solve ☹ It is not a very complicated problem really, i will see what we can do to provide at least something! We also would need to limit the quality of the connection you can have within the region. As correctly acknowledged by some in this forum, ping is not all that matters…  
If we do have players with poor connections like you state from Ubisoft, that would most certainly be a huge issue. 500ms ping and high packet loss is way beyond what Sony/MS requires you to support. I am sure you are fine to kick players at this quality. I will see what i can do in that regard.

@stuwooster: You are correct. It updates once per second and also averages values. So even a smooth looking connection can have quite some jitter. However, as long as the extrapolation number remains constant, you can assume your jitter is very low or at least constant.

The ping bar (or more precisely: in game latency in the scoreboard) will be in the next patch. Sorry it was a data change too (with Localization) and too late to make it into XP1. I did mention that it will not be in the first expansion pack and rather the next patch after that.

@oJU5T1No: It would take me less than a minute to implement kicking based on packet loss/jitter etc. I would love to provide that as a rental server options and some servers per region which force it. However, you run into TRC issues when kicking players based on a connection quality Sony still considers as good. For PC that could go, for consoles…not so much.  
Restricting some servers is of course a viable option we should pursuit. I know i repeat myself, but it is a somewhat common request here (rightfully though).

@Immortal_0neShot: Yes high ping is an advantage in many ways. But at the same time the game is smoother for high pingers as they get to see all other players being smooth and therefore easier to kill whereas their own player may jitter for the low pingers making them harder to kill. Thats what i tried to address.

@BOOG1EJUICE66: If you get a hit marker, you DID 100% do damage. Most likely you got hit by another player. I have seen many video where people were quick to blame netcode only to see that they were killed by somebody else than the player they impeded damage to.

Btw the game has no hit boxes. It is all based on capsules bound to the actual skeleton matching each soldier very tight.

Many of you seem to first blame / investigate their poor experience on their own local connection. As it is always good to make sure your own connection is a good one, the improvements i made are tailored towards helping to counter any issues you as a player on a good connection face when encountering a jittery/high ping player.  
I did improve the accuracy for hit detection with the first expansion pack, but as mentioned above, there is a difference between what you see on the screen at a given moment and where all the players are physically at the exact same moment. There is a significant latency to display a certain simulation state and thats really nothing i can do anything about. It would most likely be the smaller the less the GPU has to do, but this would mean crappy graphics for a not so significant improvement.

XP1 will include a lot of the netcode improvements (particularly for hitting high pingers but also more precision in general). Lemme know how it feels once u have played with it. The next patch after XP1 will then also contain the server side hit detection for high pingers. This should be the end of hit around corners…fingers crossed.  
Reading further actually now shows rather negative feedback for the XP1 patch ☹  
@oJU5T1No: Can you please be more specific with plays horrible? There shouldnt be invisible enemies?! Of cours eit is possible that there is a spike in users with this new update and the result is that lots of players (get) joined OOR making the experience worse. I was still very much hoping this is more levelled out by now. I’d love to see some footage to undrstand where your frustration exactly originates from.  
Also, are there PC players out here to test it too? I’d love to know if a poor experience on their end can be justified by the poor pings of the players they play against.

Its actually extremely sad to hear the first negative sentiments about this patch. Thats not what i can confirm from anyone playing internally even with artifically connections. Plz post some footage. Are you seeing blood splatter but no hit indicators or simply not registering hits at all? If players still teleport around, that would indicate omnce again OOR players ☹  
It seems to be a common issue when a spike of users/new patches get downloaded. Perhaps as stated in the forum, it will settle in the next days?!

Also for the patch after XP1, we hope to have consoles running at 60Hz tick (like i promised to look into) for all game modes with \<= 32 players. That should definitely improve things a lot (see weapon switching, input response etc). Consoles on CTE should be up very soon. I’ll keep you posted. For the ones of you with premium, it would be nice to see you joining CTE with all the improvements we made and provide feedback here.

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<div class="post-metadata">

**Author:** ![KingTolapsium](https://battlefieldforum.co/user_avatar/battlefieldforum.co/kingtolapsium/32/102530_2.png) [@KingTolapsium](https://battlefieldforum.co/u/KingTolapsium)\
**Post date:** [March 15, 2017, 12:42am UTC](https://battlefieldforum.co/t/hit-detection/104273/736 "2017-03-15T00:42:00Z")

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> [@stuwooster](#):
>
> > [@KingTolapsium](#):
> >
> > I have good internet.
> > 
> > I was having problems from launch to now, still have yet to have a perfect looking round regarding netcode.
> 
> All games i have played today have been mostly pretty good.

I would agree, but there is a difference between mostly pretty good and perfect.

I think the netcode has improved significantly, but that’s only my first impression. I’m seeing some character jitter, invisible player heads (new bugs… wooh…), along with hits behind cover.

Death is feeling a bit more immediate, but with damage in believe-able intervals, so it feels more accurate. I noticed a similar effect in hardline playing in the higher tick “performance” lobbies, so I think that’s a good sign.

@mischkag

Damage Holding:

That’s interesting, one guess was close, the other way off… 🙂 inputs being rationalized at 30hz might be why the game feels a tad slow? (lowering the deadzone helps this feeling immensely).

I think I have noticed the "perceived holding"outside of simply dying. Without dying it feels like more a wasted frame during damage, then things carry on as usual, I would not categorize the kind of damage hold without death in the same category as being held before death. Still annoying, much less frequent.

I would guess this is an issue with suppression being applied and not necessarily netcode related. It makes me really hate suppression though.

Friendly Soldiers Impacting Movement/Aim:

I’ve been noticing this sporadically for a while, it is possible to get a jolt like you are getting supressed from friendly fire, you must be in very close proximity.

I’ve also got a clip of my good connections movement getting held up and made jittery by a friendly poor connection in my immediate proximity.

Suppression Being Dumb:

Suppression sometimes dislodges the aim point completely, instead of momentarily.

Suppression sometimes restricts rotation slightly, other times it does not. Very inconsistent.

Improving the dying “experience” :neutral:

Synchronize the last bullet with moment of death, maybe deepen the sound of the last bullet, it killed you, it should be perceived as a lethal bullet.

Time the black and white killcam effect with moment of death. This could allow for continued movement, but clearly show the death moment, with the current muted killcam audio I think this would translate well. Maybe restrict trigger pulls in this “death state” but don’t restrict movement.

Fix the issue of single bullets hitting multiple times, one sniper headshot should not trigger three hit sound effects, it makes the player question the kill.

Not getting killed way behind cover would also make things more convincing, but I understand that change is already on the horizon.

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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:** [March 15, 2017, 12:46am UTC](https://battlefieldforum.co/t/hit-detection/104273/737 "2017-03-15T00:46:00Z")

</div>

Thanks @mischkag . I have some gameplay footage with some not so fun moments I’ll upload tomorrow if I can. A lot of my frustration stems from getting hit around corners or behind cover, which I know isn’t there yet but I’ve also had a couple issues with being unable to hit rubber banding characters. Will do more testing tonight and tomorrow.

I’m also still going round and round with my ISP about some latency spikes so I’ll keep checking on my connection. Look forward to CTE

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<div class="post-metadata">

**Author:** ![dogg2850](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/d/91b2a8/32.png) [@dogg2850](https://battlefieldforum.co/u/dogg2850)\
**Post date:** [March 15, 2017, 1:00am UTC](https://battlefieldforum.co/t/hit-detection/104273/738 "2017-03-15T01:00:00Z")

</div>

Keep in mind with shotguns at least that you’re probably shooting buckshot, which has an inconsistent spread. Within 5m it should be an instant kill, but anything beyond that is subject to the inconsistent spread of the shot.

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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:** [March 15, 2017, 1:00am UTC](https://battlefieldforum.co/t/hit-detection/104273/739 "2017-03-15T01:00:00Z")

</div>

@mischkag thanks for the feedback. I am looking forward to the CTE as well.

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<div class="post-metadata">

**Author:** ![Immortal\_0neShot](https://battlefieldforum.co/user_avatar/battlefieldforum.co/immortal_0neshot/32/102301_2.png) [@Immortal\_0neShot](https://battlefieldforum.co/u/Immortal_0neShot)\
**Post date:** [March 15, 2017, 7:58am UTC](https://battlefieldforum.co/t/hit-detection/104273/740 "2017-03-15T07:58:00Z")

</div>

@mischkag thanks for the response. Im happy that you also stated high ping is an advantage in many ways. Now some here who preached high ping is a disadvantage and shamed everyone who disagreed can go back to school and that endless discussion can now be closed.

Ps. Is there a link or article about the 4% research you did? Because a few days ago the servers in Holland were located name wise in the Middle East.

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