I watched the video several times and it clearly shows you missing your second and third shot. If you pause at 0:09, it shows your shot going to the right of the player. Then you miss your final shot by shooting directly under the enemy player. You can clearly tell you missed your shot.
What I noticed you doing is you tend to shoot then aim your shotgun. If you pause around the 10 second mark (at the perfect time) it clearly shows you shooting under him/her.
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Edited by haydenlh2: 8/10/2015 11:45:08 PMActually when it fires the player is there. The first shot is a kill shot, a head shot with the shotgun. The player was laggy, I aimed where he was heading then pulled the trigger and he was right in front of the shotgun on the burst. The thrid was a sweep shot because he wasn't taking damage. You're trying to tell me that not one pellet hit him at that range, then you don't understand how wide is the shotgun pattern. He had no shield and just a few pellets would kill him. Yet none did. The issue you are having is the stability jerks the shotgun after the round is fired or you are seeing me close the range by running and missing the actual timing. Below are the actual frames when the shotgun actually fires First Shot [url]https://youtu.be/eQmOIth320w[/url] Second shot [url]http://youtu.be/kJboUgN2cuE[/url]
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Here is a screenshot of the 3rd shot.
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Third shot doesn't matter, it's a one shot kill weapon, first two hit home. Last was a sweep shot. The first was a headshot with the highest impact shotgun in the game, second was a lower body shot of which 60% of the pellets would've hit. First almost all the rounds would've went through his head... Think about that a little bit before you keep talking about the third, that never should've been.
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Second shot? Sounds like you're getting angry. I agree the first shot should've been a kill. But I was talking about the second and third shot.
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Yours is at the end of the frame, not when it went off. Mine is at the beginning. The stability is low on FWL so it recoils. You are taking the shot after the recoil. Lastly, when it shoots the flash is orange, yours is the white fade from when it is going away. I am upset that the first shot didn't count as it wasted my ammo to follow up with a second. The third was a pissed off shot sweeping like a sniper because he wasn't taking damage. I had other players that day not taking damage on the PS4 platform. I had a super in which I bladed a guy 4 times before he died. I had a super which I sent 4 electric waves and it didn't even damage his shield. The game is F'ed up and Bugie is more about launching the new content over actually making sure the main netcode functions correctly. Thanks for the comment, I disagree with you position, but unlike you I have the full video that has not been compressed via upload that clearly shows the first two shots, even the first leaving a pattern on the ground behind his head.
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Think you just answered your own question, 'the player was laggy.' Happens from time to time. I've shot at someone who was visually there on my screen, not register a single shot and then see them warp somewhere else. There are no dedicated servers for Destiny, so the hosts connection integrity plays a big role on shot registration.
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By laggy I mean glitchy movement. He had a fair connection.
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Edited by jerrific: 8/11/2015 12:06:14 AMAgain, with any FPS, shot registration is going to rely heavily on host-client connectivity. I don't think this is a matter of your shots not causing damage, simply that they did not register because, even though visually the player was in your crosshairs, the transmission that reports the players location between the client and host was delayed. Ideally FPS games should have dedicated servers, really wish that wasn't an exception for PS4 shooters. EDIT: Actually it just looks like the 2nd and 3rd shots weren't on target, looks like you shot before zooming. I know it may be hard to accept considering how close you were, you'd figure at least one pellet would register. I don't know, I think the aim assist actually worked against you here.
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I know, that is the point of the post to show bungie this BS. I've wrote several blogs about lag, the entire breakdown of the communication process and how FPS are being modified with aimbots, lagswitches, recoil control scripted controllers with auto adjustable bursts. There are endless cheaters at the game. I can't control that, but what I can do is report to bungie when their netcode is not functioning properly and they can investigate if it is a P2P issue or an error/bug in the netcode. Thanks again.
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I doubt anything will change unfortunately. In an ideal world, we'd have dedicated servers w/ anti-cheats etc. but alas...