[PC] Hit Detection needs fixing + video


(De|f|c) #1

So the hit detection is absolutely dire at the moment. I don’t know if it’s the same for consoles, but half the time on PC you can put a clip into someone and only half way through the clip do they start taking damage. You can both have good pings, the server can be lag free but the bullets just don’t register.
I took the liberty of uploading a video example to subdue any children who feel like trolling with l2aimnoob replies. In the video you can clearly see 4 out of 8 of the shots hit but don’t register, 1 misses, and 3 hit and do register. The server was lag free and I also include the score table at the end of the video to show we both had pings under 100 (which never rose above).
This happens many times, every match on all servers.


(Kalbuth) #2

Some may be due to awefull weapon dispersion
The first ones though are really dodgy, you get a hit, looking at blood, but no hit register feedback, nor XP. Seriously dodgy. That may explain some of my personal in-game rants :stuck_out_tongue:
thks for sharing


(deems) #3

Seems fine to me (in the video). You’ve got different damage for hitting different body parts (legs towards the end of the vid)…


(Kalbuth) #4

Check the first 2 hits, Deems. Blood gets out, but no red hit register feedback on crosshair, no XP won.
Unless these come late due to lag and we are seeing hit register and XP from the first 2 shots afterwards


(De|f|c) #5

What video are you watching? 4 of the hits (which you can see hit due to blood+character flinch) don’t do any damage. Which bits fine?


(Darksider) #6

Yeah the Hit detection can be wonky at times.


(thesuzukimethod) #7

After the realtime portion of the clip - i was thinking “would be nice to see in slow mo” haha - thx for that. on first glance, seems wonky

Is it possible lag in the health bar? how many pistol shots does it take to bring someone down?

Also, here is where the tactical scanner ability would be really nice…(e.g. did they have health buffed and the extra pips were canceled by the first shot or two? kevlar that limits damage on first couple shots? (these are shots in the dark on my part, but i wonder how health/armor buffs are reflected in the enemy health bars we see…(i.e. are they +100% and the 100% health bar doesn’t go down till after they are taken? or is the (visual) enemy health bar 118%, etc.


(De|f|c) #8

If that were the case, the two initial upper body shots with a rank 2 eng. buffed sea eagle should still have knocked his health down considerably even if he had kevlar + medic buff.

However, the third shot registers, the fourth hits but doesn’t, the fifth misses, and the sixth also hits but doesn’t register - so attributing it to buffs can’t be the case.


(FireWorks) #9

[QUOTE=thesuzukimethod;340700]

Also, here is where the tactical scanner ability would be really nice…(e.g. did they have health buffed and the extra pips were canceled by the first shot or two? kevlar that limits damage on first couple shots? (these are shots in the dark on my part, but i wonder how health/armor buffs are reflected in the enemy health bars we see…(i.e. are they +100% and the 100% health bar doesn’t go down till after they are taken? or is the (visual) enemy health bar 118%, etc.[/QUOTE]

Oh this might be a good guess. What if the healthbar only displays the “body type health” without buffs.

On the other hand, there were no XP registered.


(deems) #10

I see what you guys are saying, but it’s not the hit detection… it’s a bit of lag between when the hits occur and when the meter goes down. That’s clearly the case because the first time the health bar goes down at all, it goes down by about half, which must be more than one hit. (As Kalbuth and others have noted since my post :slight_smile:


(thesuzukimethod) #11

on a (somewhat) related note. I started using the stats site to divide damage by the number of hits to figure what the practical damage per shot was. Since this is real world data and there are a lot of data points (based on your own gameplay) it gives a pretty accurate sense of how the weapons work for you, and the type of damage they deal. (i point this out, b/c it seems like the number of hits registered in the video (either 4 or 5 out of 6) - and the fact that it takes the dude out - means that the damage is being done.
just checked again, and i was getting
~35 damage per hit w/ Rockstedi (decent amount of data)
~33 sea eagle (very limited data)
~21 w/ Rhett (lots of data)
~20 w/ Gerund (limited data)
~18 w/ Euston (limited data)
~15 w/ Carb (very few data points, thank you very much)
~13 w/ Bulpdaun (almost equivalent to carb, which surprised me)

my numbers are lower than
http://denkirson.xanga.com/738334226/brink/
but i play a lot of range game, so it’s understandable?

based on the numbers it would take me 4.2 sea eagle shots to take down a medium, which is basically what happened in the video…

Also, i realize the video is sea eagle at point blank, so the damage decay should be less (right?) but it’s something to consider?


(its al bout security) #12

all these numbers you guys make based on the stats are totally off. you dont take into consideration range decay, the damage curve for leg shots head shots and body shots, nor if you are buffed once or twice or if the eemy has kevlar.

did you see that 7 variables, there is no way in hell you figured for that

plus the health numbers where assumptions to begin with.

and if i have 2000 kills but only did 3000 damage, you definitely cant use that as a workable variable.

so lets see here, i think you guys arnt math mathematicians and 7 variables being proven sound like a pH D paper that hasnt been written yet.


(thesuzukimethod) #13

Dude, I agree - This is basically the point I’m trying to make (although not very effectively).

If you trust the brink character stats tracking site (i’m iffy on this), it tallies your total damage with each gun, plus the number of hits you made with the gun to generate that damage. If you divide total damage by the number of hits, you have an approximation of the “real world” damage each gun does (for you), after things like range decay, spray, etc. are accounted for because you have an actual metric of the damage done and the number of shots it took to do that damage. Hence the difference between the numbers on that comparison page i linked to, and the numbers I was getting in real matches.

The only thing is is really useful for (at least for me) was to figure out which gun was working best for me, but i thought i’d point it out here, since the discussion was about damage registering “wonkily”

I came back to post that I wasnt sure how certain scenarios were treated though. say someone has 15 life points, and you hit them with a 30 damage shot. does the shot record as 30? or 15? (this would skew these numbers - i’m sure there are other scenarios too…just 1st one off the top of my head).

edited to add: I realize calculating the total damage by the total number of shots fired (not just hits) might be an even better metric, but I’m not going to embarrass myself this way…lol – i wanted to know, assuming i hit the target, what’s the average damage…


(its al bout security) #14

but yeah it has this really bad lag in shots where i have made a perfect headshot i see blood and the bullet spark and no damage, or ill see someone that should have been hit with a barnett and it didnt do damage. it is extremely apparent on consoles with sniper rifles.


(its al bout security) #15

Tests with g_DebugHealth reveal:

Light has 120 health
Medium has 140 health
Heavy has 180 health

Hit Location Multipliers are segmented into:
Head (1.5x damage multiplier)
Torso & Arms (1.0x)
Legs (0.75x)

many of these computer files are bunk as well


(riptide) #16

You would get XP for it if it was because of the a hypothetical slow to update health bar. Which seems ass backwards since games have had real time health bar updates for years lol.

There is definitely registration issues. I am all for jumping in a game and testing it. It happens more often with rapid fire. It seems like there isn’t complete detection. You can see this when using guns with rapid fire. I mean there might be a chance that it updates in segments but that seems like a really poor system.


(Matatron) #17

This thread really needs more attention because this is one of the biggest problems with the game. The core gameplay is just sloppy. Between the inaccuracy of the weapons, the hit detection issues, the fail to complete actions (i.e. starts reloading then just stops) for various reasons, and the overall sloshy shoddy gameplay, there are major issues a DLC is not going to fix. I hope someone at SD is seeing this.

I am so frustrated because of how much I loved both ET games and then after years of excitement am tossed this jank game.


(Matatron) #18

since he pulled down the old video here is another


(MorsTua) #19

[QUOTE=De|f|c;340654]So the hit detection is absolutely dire at the moment. I don’t know if it’s the same for consoles, but half the time on PC you can put a clip into someone and only half way through the clip do they start taking damage. You can both have good pings, the server can be lag free but the bullets just don’t register.
I took the liberty of uploading a video example to subdue any children who feel like trolling with l2aimnoob replies. In the video you can clearly see 4 out of 8 of the shots hit but don’t register, 1 misses, and 3 hit and do register. The server was lag free and I also include the score table at the end of the video to show we both had pings under 100 (which never rose above).
This happens many times, every match on all servers.

i have same problem and like me, other players
http://www.splashdamage.com/forums/showthread.php?p=336887#post336887

i tried to understand and there are possible reasons

-ping dependent
-lag dependent
-faulty hitboxes
-it has something to do with the animation of the upper body when target gets hitten. They should remove it.
-maybe more fps = more hittability

[QUOTE=Matatron;342453]This thread really needs more attention because this is one of the biggest problems with the game. The core gameplay is just sloppy. Between the inaccuracy of the weapons, the hit detection issues, the fail to complete actions (i.e. starts reloading then just stops) for various reasons, and the overall sloshy shoddy gameplay, there are major issues a DLC is not going to fix. I hope someone at SD is seeing this.

I am so frustrated because of how much I loved both ET games and then after years of excitement am tossed this jank game.[/QUOTE]

yes dude you are perfectly right. this is a BIG problem that sd shouldnt undervalue
Quakewars had something similar…


(Insomnia80) #20

Finally, our Team switched to L4D2, cause it doesn´t seem that the Problem is realzed by SD. The game had a lot of “wtf moments”, from need 6 klicks from invite to join, the F-button-chaos, over create Fireteam this way and every start of stopwatch match again, the missing of chat or class change while wait for mapvote ends, and the “press a key” and then “klick the button” Video**** each start of a map.
Bullets not hitting while you get the hit feedback is the top of it, and as long as they don´t fix major bugs like this, the MP-part of the PC-Version will slowly die. Steam peak today 1077, half of last weak…