Anybody else noticing this?


(watsyurdeal) #1

So, lately I’ve been aiming for the enemy’s head, by aiming slightly to the left or right of their forehead.

Basically, from what I can tell, the hitbox lags behind a bit of the rendered model, so if you aim just to their left when they’re strafing to your right, and vice versa, it’ll work.

Am I the only one noticing this?


(XavienX) #2

That’s exactly why I stopped sniping. I used to snipe a lot but started realizing that the hitboxes are pretty horrible with the snipers. Sometimes I hit headshots when I thought I missed, sometimes I sneak up an afk person and wanna headshot them but end up missing them and teleporting. Also the Felix’s hitbox is actually bigger than MOA’s but it’s disadvantage in stats is just too much, it needs a change. Lastly, the deployables are impossible to hit 2 shots in a row because the hitbox doesn’t reset after you shoot it once.


(Dwu) #3

Yes hitboxes go very slightly out of sync especially for the fastest mercs in the game.


(SteelMailbox) #4

Yep, same problem happens in games like TF2 the hitbox can’t predict where you are going it just tries to stay as close to you as possible.


(KattiValk) #5

I often see blurt spurts off my character model but take no damage and have lost quite a few gunfights for no apparent reason. It’s weird.


(Desukakes) #6

My favorite is when the character model floats off the ground and the hitbox is nowhere to be found.


(god1) #7

I think there’s some new kind of a server issue that messes up the hit registration, I ran into this earlier today on just a single server while the others that I played on registered hits just fine.


(Ghosthree3) #8

Can’t say I’ve really noticed it but wouldn’t be surprised. It’s very prevalent in CS:GO so I can see it happening in this too.

Never sniped a head and had it not count though.


(Amerika) #9

I’ve looked at recent videos. For me, even when using a Moa, everything has been spot on. And I haven’t felt like anything has changed in that area other than the viewkick/aimpunch reduction allows you to kill or be killed faster.


(CCP115) #10

No issues on enemy players, though I usually have to aim oddly high to get headshots.

And I get an issue a lot, where I get shot, and I see blood splatter off of me, but I take no damage. It’s kind of freaky.


(Ctrix) #11

Usually if I don’t hit someone I assume it’s spread or inaccuracy on my part. So can’t say I have noticed this.


(misspo) #12

Well, i snip a lot and often i got a very painfull issue. I got the hit sound of a headshot (no spawn protection, can happen every where), BUT the frag doesn’t register.
It happen 50% of the time when the guy kill me a very short time after i hited him.
And the other part is purely random. If i snip in a overwatch game, it can happen at least 1 time. It’s not the end of the word but there is definitly a hitreg/game network or invulnerability bug issue going on.

Maybe the client side bip and the server side don’t register…


(Ghosthree3) #13

This happens when the server decided you were already dead by the time your hit message arrived. Your client was unaware of the fact though.


(Cappe) #14

I’ve noticed this problem too. Most of the time I play Arty with a Dreiss and a lot of shots with recticle on the middle of the enemy’s torso miss for some reason (even when I’m not getting shot myself so no aimpunch interference).


(D'@athi) #15

To be honest, my feeling says, it depends mostly on the server itself.
Somehow we got different sorts of server in .eu. On the two lower-ping one’s I hit relatively ok, on the highest ping-ones, I don’t hit shit, even with autos, and even stuff like airstrike, grens, etc seem to lag me. And yes, I know the ping raises when more servers get filled, that’s not that.

And surely you got them high-ping/-packetloss players who’s hitboxes are somewhere else, but ok, thats the interpolation, and the highquality-connections most people get for the bargain-price they pay.


(Dirmagnos) #16

There is so really really weird way that aiming sometimes works.
2 days ago were spectating one sniper. Basically he run from behind a corner and right into hostile Aura. Takes fast potshot and misses(distance is about 3 meters), continues to move, aims again and headshot. Problem is, Auras head were never nowhere near center of his scope at any point of time and Aura were standing STILL(dont ask me why, some ppl apparently like to take a piss in the middle of the match), so its not lag or delay.


(Amerika) #17

[quote=“Dirmagnos;71476”]There is so really really weird way that aiming sometimes works.
2 days ago were spectating one sniper. Basically he run from behind a corner and right into hostile Aura. Takes fast potshot and misses(distance is about 3 meters), continues to move, aims again and headshot. Problem is, Auras head were never nowhere near center of his scope at any point of time and Aura were standing STILL(dont ask me why, some ppl apparently like to take a piss in the middle of the match), so its not lag or delay.[/quote]

When you are in spec there isn’t any type of anti-lag. What you see and what they see are two different things. Hopefully that can be cleaned up when SD gets closer to a full release of DB so that specating doesn’t look so wonky with aim.