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l_Dragoonz_l's avatar
l_Dragoonz_l
Seasoned Newcomer
3 days ago

BF6 Hit Registration

Anyone else feel like they did a phantom add like CoD, where higher skill players take more to kill someone? Getting 7-10 hit markers just for the enemy to kill you in 4 shots? And also, who in any aspect survives a rocket to their feet. Someone should be dead if they get hit with2-3 feet by a rocket.

4 Replies

  • XxXtriplXxX's avatar
    XxXtriplXxX
    Seasoned Newcomer
    2 days ago

    There’s definitely some kind of hit reg issue. From what I’ve heard, the TTK in BF6 is quite fast, so four shots to kill is the normal expectation. If it takes longer than that, it’s likely a hit reg or network issue  and I believe it’s a hit reg issue, just like in BF4. I really hope it gets improved in the stable release, because it’s the only thing keeping me from pre-ordering the game...

  • I thought the same thing, but I think it is actually just dependent on the server you get connected to.  Some matches are just fine and others my hits just don't see to count.  Absolutely no difference in the gun I use or how I play from one match to the next.  I can literally shoot guys in the head with like 5 shots from a machine gun and it like counts two of the 5.  

  • chinook240's avatar
    chinook240
    Seasoned Novice
    8 hours ago

    Jack Frags summarised it correctly as "death in a single frame" or at least that's what it feels like. You can hit an enemy numerous time but you are dead instantaneously. Feels very similar to early BF 3/4 which has the same issue of instakill.

  • DigitalHype's avatar
    DigitalHype
    Seasoned Ace
    7 hours ago

    TTK (time-to-kill) and TTD (time-to-death) disparity have been plaguing the series for the past several iterations. I think the worst offender was BFV. The problem is related to the netcode and how the projectiles are getting stacked up into single packets before they arrive at the receiving client. This is sometimes referred to as a super bullet. High ROF weapons are more likely to experience the problem.

    If an automatic weapon fires at 800rpm It means that a bullet is arriving at 13.3 second intervals. Depending on the tickrate of the server it can leave little to no room for packet buffering, client delay, or the server simulation itself.

    If the server tickrate is 60hz it means that the server's so-called frametime is 16.6ms. That is roughly how often the server can updates its simulation. This can vary depending many factors. There is also the concept of client and server update rates. These are how often the server will send and receive updates to and from the client. In most modern game engines these are dynamic depending on game state (things like relative player position). These techniques have to be used for scaling.

    All sorts of variables can cause issues with TTD.  Paacket loss from client to server, network congestion causing buffering, server underperformance, netcode bugs, differential delay (e.g. high-ping vs low-ping players) etc. can all cause issues.

     

     

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