Garrett Blacknova
Codex Troopers
2455
|
Posted - 2013.04.13 07:13:00 -
[1] - Quote
As keeps being pointed out, hit detection is handled server-side.
If you happen to have a laggy connection that day, or the game connects you - for whatever reason - to a server other than your local, then it's entirely possible that you're simply firing 0.3 seconds later than you think (sometimes even more) because of the way the game works.
In that case, the problem is more about you not adjusting to that situation.
You can (usually) get at least an approximation of your required lead time by firing and watching the ammo count on your weapon. Just tap the fire button, and time how long it takes for the ammo counter to drop. Once you've got that idea in your head, aim where your target will be in about that amount of time, and 99% of hit detection problems disappear.
That last 1% is either terrain glitching (possible because the terrain models vary at different distances, but hit detection through them doesn't) or the rare few legitimate hit detection problems. There are issues, it's not perfect, but it's been getting better with every build. Hopefully Uprising will continue the trend in this regard (even though as a Scout, hit detection improvements are an effective "soft nerf" on my playstyle).
Hope that helped. |
Garrett Blacknova
Codex Troopers
2456
|
Posted - 2013.04.13 08:34:00 -
[2] - Quote
XeroTheBigBoss wrote:Garrett Blacknova wrote:As keeps being pointed out, hit detection is handled server-side.
If you happen to have a laggy connection that day, or the game connects you - for whatever reason - to a server other than your local, then it's entirely possible that you're simply firing 0.3 seconds later than you think (sometimes even more) because of the way the game works.
In that case, the problem is more about you not adjusting to that situation.
You can (usually) get at least an approximation of your required lead time by firing and watching the ammo count on your weapon. Just tap the fire button, and time how long it takes for the ammo counter to drop. Once you've got that idea in your head, aim where your target will be in about that amount of time, and 99% of hit detection problems disappear.
That last 1% is either terrain glitching (possible because the terrain models vary at different distances, but hit detection through them doesn't) or the rare few legitimate hit detection problems. There are issues, it's not perfect, but it's been getting better with every build. Hopefully Uprising will continue the trend in this regard (even though as a Scout, hit detection improvements are an effective "soft nerf" on my playstyle).
Hope that helped. When you're a Scout though. That one 0.3 seconds can mean death. I realize I am not playing Scout the traditional way I play it assault role. Usually I can pull this off but in that lag with hit detection issues you are taking away the ONE thing I have to kill enemies. You're not reading what I'm saying.
If you're lagging by 0.3 seconds, fire where the target WILL BE in 0.3 seconds, rather than aiming where they ARE NOW on your screen. The game tracks hit detection server-side, so THAT is where your shots are going to hit, not where you're seeing them.
Hitscan means instant-hit, but it's instant-hit based on the SERVER, not on your own view.
Enemy: o Movement direction: >>> Where to aim: x
o>>>x
The more lag you have, the further you lead your shots. HItscan says you hit the instant the data reaches the server. If it's taking 0.3s to reach the server, you need to be aiming that far ahead of where you see the enemy. |