[QUOTE=ragnak;535912]Maybe its easier for me to spot seeing that i can make it even slower for me (then again you can do that at youtube now) and im 100% sure that i had hit registration on sparks when my crosshair wasnt on her model. It is possible that it was simply pretty major delay so it only reached her when i was out of her model.
On fragger clip i am also 99% sure that more hits should register + it feels delayed as well which ruin my aim.
In the end there is something horribly wrong with models and game warp as hell, there shouldnt even be a discussion about that. Also while i can never be 100% sure that there was no registration because of delays, i am 100% sure that there is A LOT more delay than in kira patch (or rather, its inconsistent as ****) which makes me miss more because i think that i miss my target when in reality there is 100ms delay before it registers. My aim is based on consistent tracking but when things start to lag/warp/disorder then its pretty much impossible for me to hit anyone + i simply feel when there is something wrong.
Also, its pretty easy to see that skyhammer is getting hit when my crosshair is below him and there even is a blood splatter far away from his body.
Edit:
Just checked my older video from kira patch and a video after phantom patch: In kira patch i had hit marker after 3 frames, in phantom patch i had hit marker after 4 frames, felt like more when i played. Not sure if 1 frame is enough to screw my aim so hard, but when i add jerky models and warps to the mix its getting pretty silly.[/QUOTE]
So, the hit marker shows up when server confirms a hit; thats also when the blood-splatter occurs on/around the enemy model. Thus, the marker is always delayed relative to the bullet that scored the hit.
I went at 0.25 speed in your videos and you can see the action bullet-by-bullet easily. Didn’t go frame-by-frame for the whole video, but you can generally see that when a bullet is fired with the player model in the crosshair - you get a hit (after a short delay); otherwise you get a miss, and often the bullet can be seen hitting the wall behind the player.
Hard to judge warping at these slow speeds, but sure; they could definitely be an issue. I don’t see hit registration problems here, though; provided that the character isn’t warping.
Aren’t you one of the players that use very low vertical sens? Perhaps you find hits more difficult since the recent aimpunch buffs?
but true. The idTech3 engine had it all nailed, why can stuff like this happen then …