hit detection bad?


(crispyChamber) #1

Sometimes I will have several “headshot ping” noises against 1 enemy but they will have an unrealistic amount of health left. Almost as if I get the headshot “noise” but it isnt counted as a headshot or even a hit. For example - 4 headshots and a few bodyshots at medium range with a SMG but enemy has 20-30% hp or more.

Every once in a while, I will perfectly have the crosshair over someone and get 1-2 body hits with a full clip.

I dont know if it’s the servers or the game itself. Something is up. Occasionally the hit detection will act as expected - meaning a headshot acts like a headshot.


(Ghosthree3) #2

If this is occurring right before you die, it’s because the server has declared you dead before you told it to deal damage. Otherwise you might be experiencing network issues as the ‘ping’ noises clearly tell you that the hit detection is working fine.


(crispyChamber) #3

it happens a lot when i’m “alive,” though it might have happened before a death here and there

it seems to be completely random whether or not the bullets want to travel where pointed and has less to do with my aim. not even talking about the speedy classes wall jump spamming. could just be someone average speed, barely moving - empty a clip into them with the hit beep going nonstop but not killing


(Jostabeere) #4

What’s your ping?


(crispyChamber) #5

30-70 depending on the servers (US)

recently got a new modem and new router with no change to the game


(Amerika) #6

You sure you aren’t shooting at people with spawn/revive shields in these cases? Because this game has extraordinarily good hit detection overall. It has quirks when there are ping issues but nothing unplayable until you get pretty far north of 100ms. I play with 150ms pretty often and have very few issues.


(NeoRussia) #7

hitreg is fine, though a lot of the models have bugged hitboxes. Fletcher and Fragger seem to have the worst. Like 50% of the time when I hit Fletcher’s stupid cowboy hat it counts as a bodyshot even if he’s standing still. Same with Fragger, have to aim above his head to hit it. Fragger and Fletcher on MG are almost impossible to headshot.


(Ghosthree3) #8

Interesting you say that. I have trouble hitting ANYONE on the MG, I blame the MG though not the merc mdoels. The MG is really messed up, ever tried throwing a nade over one? Hits and invisible wall and bounces back.

Other than that the only merc I ever have trouble hitting is Proxy. I swear her hitbox is broken, the rest seem easy to hit though.


(crispyChamber) #9

i’m sure im not hitting resd people but the “situation” i seem to suffer from acts a lot like that

will happen [or not happen] at random near no medics, or without any on the enemy team

cant agree with you on the “good hit detection,” counterstrike [good servers] had it but sometimes you had to tweak the internet settings in console


(CurryBeans) #10

Yesterday has been the first time i have come across hit reg issues since open beta to be honest. But it seemed rather bad. The servers just seemed to be having issues in general. Met a few players warping around and general laggy feeling (of course the warping could be the players connections, but anyway).


(Gi.Am) #11

afaik the damage is clientside in this game (which is why playing on 100-150 servers still is playable). So if you get hit indicators you should be dealing damage no matter the ping.
Only reason I could imagine how you would not deal damage is when the connection has packet loss i.e. the information that you deal damage really gets lost on the way to the server.


(Ghosthree3) #12

Damage, is not. If it was you wouldn’t get false dings, it’d deal damage. The hits a done client side then confirmed by the server.


(Amerika) #13

Damage, is not. If it was you wouldn’t get false dings, it’d deal damage. The hits a done client side then confirmed by the server.[/quote]

Yes, but that doesn’t matter until you get down to the last hit. If you hit on the client and aren’t seen as dead by the client then you get the hit on the server side of things. So damage isn’t client side technically but it acts as though it is.

However, this is where you get the issues of “I heard the dink and they should be dead but I died instead” or kill trades. That’s when both clients report within a certain window to the server and the server simply goes, “ok you’re both dead since there wasn’t enough time in between one action and the other”. It’s similar to how rollback netcode (predictive netcode in fighting games) works. It’s a sync issue that does as good of a job as it can but won’t always been 100% accurate based on your viewpoint.

It’s not like your damage is being dropped by the server that is sent from your client. But if you have a really high ping then the confirm from the server might not match up what happened on both clients.