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originally posted in: Hitscan vs Ballistic Style
4/16/2014 3:11:05 AM
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It pisses me off when there's an entire second between when a shot goes off and when it hits an enemy that is right in front of me, sometimes within melee distance. In that kind of time, he can lunge and stab me, and I die instantly. It's not as bad when the shot hits them and I still get my kill, but with some games, CoD being the chief offender, my shots magically disappear after I die. I'll take smooth over realistic.
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  • In bf4 I shoot rockets at tanks while they are shooting me. I launch a final blow, the tank kills me and my rocket vanishes right before the fatal impact. It drives me -blam!-in nuts.

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  • Yeah in battlefield (3 at least) if you shoot a split second before you die, the gun doesn't fire.

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  • That is strictly a Ping issue, nothing to do with either style of hot detection. If the animation of firing your weapon completes on your screen, the net code is sent to the server, where it is ran through calculations where it is decided if it hit or not. In the case of BF4, the net code and tick rate (rate in which the server updates per second) are a little rusty, though a smaller case of this is found in any online multiplayer game. Point being, the issue on topic, being shots fired right before death not registering is a Ping issue, and happens on both hit detection types :).

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  • I'm talking about about bf3

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  • I understand, but the kill time with a point blank shotgun shell is the same in bf3 as any other game, as fast as your ping to the server is. I get your point though, you dislike a delay in your kills at any distance, so Hitscan is more your thing. I'm just making my point also clear that any game is going to suffer from 50-200 milliseconds of delay between pulling the trigger and seeing anything happen on screen. Between he sever even registering your shot, relaying the calculation back to you, your console sending everything to your tv, and your tv actually showing the picture there's a lot going on! If your tv is older than a few years, the delay could be even more.

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  • New tv and good internet, must be the servers.

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  • Fast internet doesn't mean good ping. I've seen people with fast DL/UL but bad ping and people with slow DL/UL have low ping.

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  • I have good both. I swear by me mum it's battlefields shit servers that screw everyone over.

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  • Are you playing on servers located near you?

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  • Edited by Lawlzor96: 4/20/2014 7:07:15 PM
    The East Coast (my region) servers are awful for me. I play on Aussie servers with my Aussies and Kiwis and they work much better, but still not great. I have high ping on almost every server, unless its an EU server The only problem I encounter with my Internet is that it occasionally drops off for a few minutes, but ten it's up and running like perfect again

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  • West coast is the best coast. The L.A. and Seattle servers work amazing.

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  • I think that's where Battlefield is stationed, right? It would make sense that it would be the best. My favorite servers are the DICE test servers

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  • True enough, it also depends on the servers.

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  • Yeah, that's normally the culprit. Seems Bungie is working hard to make sure Destiny doesn't suffer from this. Here's to hoping!

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  • Plus, I'm thinking they won't allow you to see more than 20 people in one map, so player interaction is possible, but not forced upon you.

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  • Seems that way, I agree that the amount of guardians allowed in one event (even the biggest random world events) probably won't exceed 20, to keep the experience both under control and easy on the server.

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  • BATTLEFIELD

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  • I can't say for sure obviously, but your description sounds more like latency over your internet connection that a hit detection problem. Do you play over wifi or ethernet?

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  • No, it's not my internet. My framer are almost never dips and I rarely see people teleport. But the shot delay is constant and overdone.

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  • Framerate isn't determined by your internet latency.

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