Forum Discussion
After several dozen matches, all with various states of internet signal strength, I've come to the conclusion that it is less a lag/latency issue as it is a game mechanics issue. The game is counting anything in the line of sight as everything in the characters line of sight no matter the height difference. I would have accepted, begrudgingly, that getting hit despite being nowhere near the opposing character a lag issue but for one thing. At no point does anyone I am fighting actually jump to swing at me every time I am at max jump height yet still get tagged. In most cases, the person hitting me is clearly doing so at a different height and a few times I was over open space and got hit yet the other player didn't fall to their death. A good example of this is Grievous and his thrust surge ability. Again I timed the dodge to his attack, which put me again over a drop, yet he still hit me and did not fall down to the next level but remained on the upper platform. (we were on Kamino) All of these observations have led me to conclude that a few of the game mechanics need adjusting. For instance, in a match I just played, Emo did his freeze ability and despite my being around a corner I was frozen. Then he proceeded to ignore both Luke repulse and push all because he was attacking at the time. But that is a bug report for another time. In summary, line of sight doesn't and shouldn't equal everything in front of you. Height differences need to be calculated into it.
- RogueZeroRendar6 years agoSeasoned Ace
Grievous Thrust Surge Far Hit BUG is another issue, one I reported here: https://answers.ea.com/t5/Bug-Reports/Grievous-s-Thrust-Surge-Far-Hit-BUG/m-p/7288971
Taking this ability, which is bugged, out of the question, let's come back to your issue.
Getting a saber hit while you're already at max height jump with bossk, and getting frozen even so you're clearly out of Kylo's LoS, are both a very common consequence of latency issues. You may have the best ping to a server, yet you can suffer latency issues anyway. Hardware which fails to solve processing in time can cause latency issues, as well as discrepancies due to server disputes if your opponent has a higher ping or other latency issues as well.
Assuming your internet connection is great doesn't even scratch the surface on how many causes to latency issues there are.
If you truly want to show this is indeed a hit connection BUG, get footage from both you and your opponent on the same situation, and then we may actually have a BUG there. I did this once in SWBF2015, I clearly got to the hero token before my duo, however that was what I was seeing on my client. On his client he reached there first, and the server granted him the Hero, not me. So through my PoV, I touched the token, saw it disappearing, but didn't get the hero, he did, and I clearly saw him reaching the Token's place after I got there. We play with very similar pings, but we were forced to play on a distant server because that was the only way to find Death Star DLC lobbies back then.
I also have encountered people on this battlefront complaining that I hit them while they were airborne, but in my vision they were still on the ground. Here I have a clip that shows this in action. Despite the kill happens while he's already out of reach, the strike gets him while he's still in range. I have no doubts he was indeed too high for me to hit him in his game, but he wasn't in mine: https://www.youtube.com/watch?v=nOrqjRJtyOY&t=234. Play it in 0.25 speed and it'll be easier to see. He complains about I hitting him in air a few moments later.
This is such a common issue, especially to me as I play with 130+ms ping almost everytime, that I rarely try to escape my enemies by jumping when in a saber fight, as I know I'll get hit midair because of latency issues. This is the unfortunate truth of playing a multiplayer game like this one. If they tweak it so it happens less frequently, you'll see loads of reports about saber swings clearly hitting, but not inflicting any damage. It'll never satisfy anyone, melee combat in a multiplayer game like this is bound to have such latency issues.
But of course that your issue CAN be a BUG, however your evidence matches perfectly the latency issue I'm describing here, so unless both visions are brought together to check them, it becomes impossible to rule out the so common latency issue.