Hit registration does not compensate for latency. Players must shoot at the position where the enemy will be in a time equivalent to their ping. For example, a player with 200ms ping will need to fire at the position where the enemy will be in 200ms (for a running soldier, this is a couple of steps ahead). If the player shoots directly at the enemy, they will observe impacts, but the enemy will not be injured. Faster moving objects, like vehicles, are more problematic. As an Australian gamer, this affects me significantly.
Description
Description
Details
Details
- Severity
- Major
- Resolution
- Open
- Reproducibility
- Always
- Operating System
- Windows 11 x64
- Operating System Version
- Home
- Category
- General
Steps To Reproduce
Join any server with a medium to high ping. Ask a companion to sprint past you (can be close range). Shoot them in the side as they run past. Confirm whether damage was taken.
Additional Information
This is how the hit registration used to work for older battlefield titles. It causes a lot of frustration for players who are not aware of how the netcode works against them.