3 years ago
Hits not registering
Two days in a row I have games where I’m shooting point blank and no hits registering, OR, I’m getting hit damage indicators and yet enemy doesn’t go down and at the end of the game I have less damag...
I just spectated a teammate trying to kill a downed enemy with a bocek. I saw the downed enemy get hit with like four or five arrows at range with high hit points, and he managed to crawl away to a hiding teammate and get res’ed. Very clear that the subroutine that triggers the state transition between hit counts and grim reaper never fired.
there’s also a reason I often can’t hit with snipers. I estimate there’s often a one second delay between the position where I see an enemy and where he actually is.
Also, in fights, I often empty a clip into the back of a clueless enemy and yet he has enough notification to react, move, turn around, and shoot me dead in a blink of an eye without me seeing any indication of a single bullet hitting me. Why don’t I have the change to be notified someone is sending a stream of bullets at me? Why is that the first notification I often get is that I’ve been downed?
I feel that half the fights aren’t fair.
In real life if you sneak up on someone from behind and shoot them with one bullet, you will win the fight.
apex should be the same way.
if someone was smart enough to outthink and outflank you, a single bullet above the waist should be enough to knock down an enemy. If more bullets than one hit, then the effect on a hit player should be the same kind of stun you experience when hit my some ultimates.
if I sneak up to Shroud and hit him in the back with even a p2020 bullet before he hits me with anything, that should end the fight. Apex is penalizing tactical players in favor of aimbot players.
I feel when I don’t kill someone I snuck up on, it’s network lag that is to blame.
A single bullet in the back ought to stun at least as much as any arc star or ultimate near hit.
Back attacks at close range should succeed 99% of the time. Not mine. And it’s not because I miss.
I’ve learned that when I empty a clip in the back of an unsuspecting enemy, the human response time is too slow to react and avoid being knocked. This happens very fast.
And if instead I empty said clip into said back and said sitting duck miraculously reacts and evades with movement and turns around and kills me, it’s because a good number of the bullets I correctly aimed DID NOT register.
Thus, two scenarios, one, sitting duck survives a player with bad aim (it happens), and two, sitting duck survives a player whose hits are not all registering. I’ve played long enough to know the difference when it happens. I do screw up lots and get killed because of it, but I also often do right in these instances and nevertheless, hits aren’t always registering.
@Frosty20203Hitting an enemy with a bullet it nothing like getting hit with an arc star. You are slowed by 10% for .25s.
Unless you have video proof, my guess is you are missing more than you think. Or you don't have a clip big enough to one mag someone, which happens too. We all know that no regs happen. I have a couple incredible moments recorded.
Getting hit by a bullet in real life often kills. That’s more than stuns.
In apex, enemies hit by even one bullet should be as stunned as if hit by other things. Why do some ultimates cause both shield/health damage AND a slow down in movement but a bullet hit won’t? A bullet hit is the HARDEST thing to do (not an ultimate that sprays and prays), so it should have the highest reward.
In the sitting duck scenario, I know when I nail it (and don’t get the kill) and when extenuating circumstances have caused me to mess up or maybe miss.
To always say that someone is likely missing is allowing a big to go uncorrected. Of course, it might be impossible to fix such a bug on a distributed game system.
this game is designed to penalize tacticians and help good aimers become gods. As a result the match making sucks.
Bug not big