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me-sarabi's avatar
2 years ago
Solved

Why my bullets doesn't register

I'm encountering multiple issues while playing Battlefield 2042:

1. I often get killed in close quarters before spotting the enemy, suggesting a potential delay in frame reception.

2. Even when I react first and spot the enemy, I still end up dying first, which must be impossible since i shoot first

3. About half the time when sniping from a distance, my shots don't register despite aiming correctly and seeing the bullet.

4. Some guns seem to deliver one-shot kills in close quarters for others, but when I use them, they don't perform as expected.

I'm playing on an Xbox X with 4K quality on a 55-inch 4K TV in game mode. My ping fluctuates between 18 to 24 m/s during gameplay, and when I test my internet connection, my ping is 23 ms, with a speed of around 800 megabytes per second and zero packet loss. I'm uncertain if the issues stem from the game, TV, internet, or the presence of cheaters.or am i just that bad at this game?

  • @me-sarabi What you describe is just how 2042 is. It’s been broken since day 1, before that really if you include the beta, but yah broken. While there might be tiny things you can do to improve the connection, just understand that it’s not you or your equipment. It’s really the kind of thing you just have to accept as reality or walk away. I’m not being sarcastic or overplaying this, 2042 has real issues.

17 Replies

  • @sk1lld thanks for the answer
    At least now i know there is no need to buy monitor(for response Time)or the game because the problem is the game not equipment
  • Lady_One's avatar
    Lady_One
    New Ace
    2 years ago
    @me-sarabi The 12G can 1shot, but I think only with flechettes specifically. That's what you're likely missing.
  • ElliotLH's avatar
    ElliotLH
    Hero+
    2 years ago
    @me-sarabi I believe that's the damage being bundled together. It's really weird when it happens with something like the PP29.
  • I found  more proof of bullets doesn't register. It happens constantly although my internet is perfect. Also i can see STR:45hz, why is that. Aren't we supposed to play at least 60hz, 60 fram per second. After two years they still have problem with bullet registration and refresh rate?

  • DigitalHype's avatar
    DigitalHype
    Seasoned Ace
    2 years ago

    @me-sarabi wrote:

    I found  more proof of bullets doesn't register. It happens constantly although my internet is perfect. Also i can see STR:45hz, why is that. Aren't we supposed to play at least 60hz, 60 fram per second. After two years they still have problem with bullet registration and refresh rate?


    Unfortunately, no. BF2042 has 45hz target tickrate on all multiplayer servers.

    On a possibly, related, note. I've noticed that servers are often struggling to even hold that tickrate lately. I've been seeing the yellow server performance icon often showing up often when there is a large amount of activity in game ( e.g. many players in small radius with lots of action). Somtimes even seeing the red server performance icon. Either they did something in software that is blowing the budget or maybe they are just squeezing more game instances into hosting VMs.

  • Lady_One's avatar
    Lady_One
    New Ace
    2 years ago

    @me-sarabi Strictly speaking, it's pretty common that you will get a mismatch in those numbers. However, a lot of the time, this is caused by you already being dead / the enemy already being dead.

    Take the K30 as an example. The K30 fires fast enough that you can score multiple hits on an enemy before they register, the result of this is that you may have killed the enemy ~50ms ago but are still waiting on confirmation from the server, so 2 more shots you fire register on your side. The enemy then dies, and those 2 shots don't register on the server.

    Without a video and the other graphs, it can be hard to tell if the game actually messed up.

    Here is a video of what I mention, as well as some actually plain bad hitreg regardless:

    You can see 1 shot fail to register on the McKay as he is grappling, 1 fail to register when he's walking, 1 due to him already being dead, and 2 on the Blasco due to her already being dead. So more than half of those were from already dead people; I don't remember what the initial missing 2 were from, but I think these paint a picture.

    Higher tickrate may have helped those 2 missed shots, it wouldn't help the other 3.

    Since you mentioned you were getting killed by the 12G with flechettes - at extremely close range (<3m), a lot of your hits might not register on moving targets. This is most likely simply due to the nature of serverside hitreg. People move too fast at close range. Team Fortress 2 runs at 66hz, and its melee hitreg is not much better. Upping to 120 might help, however I can understand DICE/EA not wanting that investment when every 2nd BF game flops, if not more. I've also had similar experience in CSGO with its 64 ticks, however melee was much rarer in that game. In such cases, alternative solutions are likely needed, like caving in and letting clients authorize their own hits below 3m or so. Given what I've seen myself and from others though, this likely isn't the whole picture for extreme CQC hitreg!

    Here is a bonus Ravic clip you can watch that shows hitreg issues that have nothing to do with the networking - the servers could be 240hz and these would still miss: https://www.youtube.com/watch?v=2wlQw-X733U simply because of bad hitboxes. Since there is no hitbox overlay... We have no idea what other things may have completely broken hitboxes. Maybe McKays' hitboxes break a bit after grappling? Maybe crouching hitboxes don't match the animation? These are not impossible issues, CSGO had bad hitboxes on jumping players and on planting players, but it also had hitbox visualization, something 2042 lacks.

    In the past, Ravic also showed that helicopter pilot hitboxes lagged behind, so fast flying helicopters had the hitboxes deep inside the helicopter making hitting the pilot near impossible. This isn't a tickrate issue, though increasing the tickrate likely would help it, it's something that should not be happening regardless of tickrate. Or... Helicopters are simulated at 5-15hz since they're mostly in midair and don't have much stuff to collide with, and DICE doesn't want to admit it.

    I've also seen it mentioned that 2042 simulates "faraway" stuff at lower tickrates. There's no feedback for this in the UI, it's possible this system fails to detect when the tickrate should be higher, and you end up with 10 ticks in a 1v1 engagement even though the game is "45", just because some other people somewhere else are fighting and stealing all your ticks. Or this could be completely wrong... There is too much we don't know to just assume it's all 45hz's fault.

    Also I've noticed deployables persist for 1-2 second when destroyed. Sentry guns will keep shooting if destroyed mid-burst! Players will spawn on destroyed spawn beacons. These are definitely not 45hz issues, more like 1hz or 0.5hz issues.

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