Hitreg


(LuLNope) #1

What changed ? Hits do not register sometimes, on other occasions hit marks appear with noticeable lag etc. Before the patch it felt much better.

Anyone has a different opinion? somebody feels hitreg got better or is the same as before? If so what ping do you play with ? I’m guessing that maybe ping got more to say in that matter now than before or something, I’m playing with fairly high ping for EU player (70-100ms) and it feels somewhat similar to 140-160 I played with on US east before the patch.


(Szakalot) #2

I didn’t see any changes in hitreg. With my 20ping : P

I think since the patch the one-frame-interval thingy is ON by default, which can give you input lag that would make an influence on how you perceive hitreg. Turn it off and let me know if its the same or better. I can’t turn it off anymore, as my FPS go below 25 : (


(LuLNope) #3

I played for a few days more now and it’s not my imagination. Something is wrong with hitreg. Before the patch situations where I got sounds indicating hits but player I shot at didn’t receive any damage never happened. Now it happens a lot. It’s negligible if you’re playing with some smg or full-auto assault rifle, still annoying of course, but it becomes a real problem when your sniper shots do not do any damage from time to time. Situations where you get killed or kill people that appear hidden behind walls are much more common as well. Sometimes it’s absurd how for example on Chapel you camp on the alternate (left) way out of defender spawn, notice people rushing from the arch/tunnel, hide immediately and get hit when you’re already below the stairs.

Whenever stuff like that happened I asked people whether I’m visibly lagging or warping but I’ve been told that’s not the case. I also run a few tests with ping test and tried to check my connection by simply measuring packet loss and ping when pinging some websites from console and my connection seems stable, so it’s not a problem on my part.


(MissMurder) #4

Anyone else experiencing this?


(WTFProoF?!) #5

Had two instances of me being hit while behind a wall up until now. One on Chapel and one on Victoria, both times from my POV I started receiving hits from an enemy quickly went behind cover and when I was already fully obscured got the final hit and dropped dead. My ping to EU servers is around 20-30 ms.


(PixelTwitch) #6

Currently, shooting though glass will still give you hit sounds but does no damage (bug).

The higher your enemies ping the more likely you are to die behind cover. Technically this is almost fair but its really bad for communication of what is going on during a fight. Hopefully once we start playing mostly within our own regions this will almost become a thing of the past.

Currently if you are confirmed dead by the server (but you have not been told that yet on your client) and you shoot other people on the server, you will get the hit sounds as they are calculated on the client side but do no damage to the enemy. This is something that could be solved by moving the hit beeps to a server action but at the same time all hit beeps would be delayed by 100+ ms and that would like make tracking much more difficult. Unfortunately, likely to be something we have to get used to or accept that we are going to get a lot more mutual kills. The problem with the mutual kills would be that 50% of the time it will feel like you have been killed by someone ages after you have already killed them and will become frustrating. Welcome to latency and client side hit reg :slight_smile:


(MissMurder) #7

Ah I see. Thanks for all the details.


(spookify) #8

[quote=“PixelTwitch;1258”]Currently, shooting though glass will still give you hit sounds but does no damage (bug).

The higher your enemies ping the more likely you are to die behind cover. Technically this is almost fair but its really bad for communication of what is going on during a fight. Hopefully once we start playing mostly within our own regions this will almost become a thing of the past.

Currently if you are confirmed dead by the server (but you have not been told that yet on your client) and you shoot other people on the server, you will get the hit sounds as they are calculated on the client side but do no damage to the enemy. This is something that could be solved by moving the hit beeps to a server action but at the same time all hit beeps would be delayed by 100+ ms and that would like make tracking much more difficult. Unfortunately, likely to be something we have to get used to or accept that we are going to get a lot more mutual kills. The problem with the mutual kills would be that 50% of the time it will feel like you have been killed by someone ages after you have already killed them and will become frustrating. Welcome to latency and client side hit reg :)[/quote]

All correct

but… This patch feels worse then normal. Flethers Sticky bombs, hit reg and hit feedback all feel much more delayed then previous patches… It was odd and delayed before but now its almost a full second in some cases…


(Steve Martin) #9

It feels like something got added/removed from the netcode in general.

However I got used to it rather quickly and now it’s just normal.

I’m a US player on EU servers mostly and don’t have much to gripe about when it comes to the net code.

I think people get used to polished games and then gripe when a new game isn’t exactly like their favorite old game…

Not that Nope is griping…

There seems to be an issue, maybe my imagination, where a server will lag when a player joins… small lag spikes that go away as fast as they start. I noticed this after the latest patch. Doesn’t seem to be a huge issue though.


(Nail) #10

not your imagination, there’s been mention of lag/stutter when players join


(Bangtastic) #11

To be fair hitreg isnt that bad as it sounds, not Battlefield 4 bad
You dont die like meters behind cover, its more subtle to me. Whenever it happened to me it was pretty close to a doorway. I dont know whether having high ping is an advantage, but everything to 150 seems to be managable. But I remember playing against some crazy Aussies with pings over 200 and still rocking lol. Was some time ago though…
When I play on US servers my hitreg isnt as bad as I would expect it (on East game tells me i have 105 ping)


(*Kronos*) #12

Its nice to hear that hit reg is better then bf4. I am really looking forward to playing.


(LuLNope) #13

[quote=“Bangtastic;1529”]To be fair hitreg isnt that bad as it sounds, not Battlefield 4 bad
You dont die like meters behind cover, its more subtle to me. Whenever it happened to me it was pretty close to a doorway. I dont know whether having high ping is an advantage, but everything to 150 seems to be managable. But I remember playing against some crazy Aussies with pings over 200 and still rocking lol. Was some time ago though…
When I play on US servers my hitreg isnt as bad as I would expect it (on East game tells me i have 105 ping) [/quote]

Thing is that before the last patch hitreg was really good and even if it’s not total crap it’s still a step in wrong direction.


(Hipolipolopigus) #14

Having it pretty bad here on all regions (70, 150, 300ms on AU, US-W and US-E, respectively). Nothing like unloading three shotgun blasts into someone with your reticule over them just for them to kill you with 80% health left.

The amount of bunnyhopping doesn’t help, either :wink:


(snazzyMouse) #15

I seriously don’t think it’s a problem with hitreg.

Record your gameplay and play it back. Best way to nail down problems.


(Dwu) #16

I’ve been playing with my secondary hardware lately and I got 25-50ish FPS and the hitreg works very weird, Im certain there are some abnormalities related to poor performance. Every now and then the hits either do not seem to register at all or register with delay, like for example I was shooting towards a guy who wen’t hiding behind a boat in trainyard phase 3, he stayed stationary behind the boat and somehow I still managed to hit him ~1,5 seconds later, ping certainly shouldnt be something to explain it since I had 70 ping on the server and the other guy had somewhat exact same ping.
I never experienced anything along these lines with my primary hardware and I wouldn’t put the blame solely on me not being used to playing with inferior framerates compared to my main computers framerates. I played with this same secondardy hardware for a month during last summer and didn’t have the same issues so its probably some change in some patch after june.


(irishrOy) #17

Hm. With the shotgun it can be pretty unfair from time to time.

I get up in someone’s face, pull the trigger, and just eat like 50-70% of their health. And it takes too long to give off a 2nd shot, so I’m dead in most encounters.

(I’m using the real shotgun, which is the Terminator-style-1887-shotty) :wink:


(bubblesKeyboard) #18

It’s the engine - Unreal Engine 3. I’ve noticed it as well. In fact, the game I used to play competitively before this (Blacklight: Retribution) used this engine as well, and the hitreg was absolutely atrocious. When this game finally reaches the final product, or maybe even open beta, the UE3 engine will most likely be outdated. I wonder if Nexon would be willing to purchase another game engine.


(Jinuaja) #19

The only thing I have come across with lag is my movement. It usually happens when I respawn I cant even move forward. I have only been playing for a couple of hours so I might find even more. I mean this is beta right.


(evuze) #20

I thought it was just me, but after seeing this thread maybe not. I experienced lag, sometimes an enemy was stood still but only the third or so shot got a ding even though I was clearly aiming at the head.

I thought it might of been my fps but ping was okay. Either way, just thought I’d add.