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"I agree with the hit reg probly the culprit."
This is where I feel is where the problem exists. The lack of consistent hit registry makes for an unpredictable encounter. I've seen people complain about Dozer's shield and let me tell ya, as someone has spent most of their time with Dozer, that shield is anything but consistent with blocking damage. I've blocked infantry and small arms fire, rockets, grenades, mini guns, HMGs, and sniper rounds. But I have also NOT blocked the same damage. People have shot through my shield with SMGs, ARs, LMGs, pistols, DMRs, and snipers. And many times right through the shield window. I've been headshot through the glass by all of the listed above. Yes, before anyone starts, you can shoot his feet I get it and yes I have been shot to death by my toes.
So yes, I feel the hit registry is so bad, along with poor server performance or tick rate, the experience just doesn't make sense any more. Just yesterday I was killed by someone firing a sniper rifle through the hull of the ships on Discarded. Yeah, through the hulls, ya know, no line-of-sight. Either there was a major delay in hit-reg and the server decided to kill me or something else is going on that we are not aware of. I have also been shot in the face by a sniper and saw my own blood splatter only to take no damage. I have also shot people in the face using a 10x scope only to see sparks fly off of their face, surprise them, they look at me, then hide. Frustrating for sure. I've also sent M5 rockets through tanks, boltes, transports, and heli's only to pass through, or hit with a shower of sparks only to be dusted off.
I've also shot at countless spawn beacons only for the first hit to register and then the rest are dusted.
Back in BF4 I read how a server's tick rate works. In a nutshell whatever you see on your screen is rendered and the tick rate applied to whatever is moving on your screen. If it is behind you or out of view, lower priority and not rendered, just tracked through network or "netcode." When you aim at something, the server's tick rate and performance is prioritized at a higher rate so you can hit what you're aiming at. The client side and the server side are more closely synced. In this case, 2042's example of the server's tick rate can be seen clearly by watching Anghel's supply drop animation. If you're playing Anghel, this doesn't apply as the server prioritizes it differently for you. However, if you see another player, enemy or team mate, call in a supply drop and it looks like it is stair-stepping down... that's a low tick rate. This is more obvious on 128 player games. Aim at it and I bet it's descent begins to look like something you would expect, smoother. As a sniper I have used the resupply crates to identify troop movement or an entrenched Anghel. From a distance the resupply crate always stair-steps down until I aim at it or the Anghel calling it in.
edit: typo
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