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Nawz79's avatar
Nawz79
Seasoned Rookie
4 days ago

Am I reading the net graph correctly?

If I understand it correctly, if it says C hit (client hit) 5 and S hit (server hit) 3, the game did not register 2 of my hits. If that is the case, this game is completely jacked up because that happens a lot.

3 Replies

  • You understand it correctly.

    In my Test my Computer says 2000 Hits and Server says 1600 on the Test Bot Range.

    In the Game it is more worst because of different Ping.

    Yeah, I don't Play every day BF6 because of that. I waiting for Season 2 and then the Problem still are present, I Look for a other Game (100 % Not EA !!!)

  • QliMaXMiTo's avatar
    QliMaXMiTo
    New Adventurer
    3 days ago

    Your understanding is correct, but you've got to keep in mind there are valid reasons for the server to reject client hits; network and processing latency often play a role into this.

    For example, if you lose an engagement and die, it takes time for your death to propagate from the server to your client, and during this time window it's very much possible for you to land a couple of shots into the enemy. Those shots are not valid because from the server's perspective they were fired after you died. You might look at the stats and think you lost the engagement because you got robbed of a couple of hits, but in reality those missing hits are extra shots you weren't even supposed to be able to fire.

    Another common occurrence is overshooting. Say you're using a 4 bullets-to-kill weapon and you fire 6 shots into an opponent. Obviously this kills the enemy, but your client doesn't know they're dead until it's told so by the server. This creates a time window inside which it's possible for the client to keep registering hits into a player that is already dead server-side (or is soon to be, if the lethal hits are still in transit). After the engagement you look at the data, see 6 client hits and 4 server hits, but the enemy actually died on the 4th hit as expected, so you weren't wronged in any way. Your client just registered 2 extra shots it shouldn't have.

    This is not to say the game is flawless, I'm well aware there are hit registration bugs, I've seen the videos. The point is that a 1-2 hits difference between client and server doesn't really say much without video context. To actually demonstrate that something went wrong you must look at how those values tick up during an engagement; a client hit not counting server-side at the start or in the middle of an engagement is much more concerning than one being rejected at the end.

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