I think Rifle Iron sights need to be fixed -1 reply

Please wait...

AdamPA1006

I'm too cool to Post

50 XP

18th December 2008

0 Uploads

13 Posts

0 Threads

#11 10 years ago

Kev4000;4785657Warning, complex material, please don't ask to many questions, I don't have time to explain it in more detail:

It is network lag. Blood is calculated locally, hits are calculated by the server. Reason hits are calculated by the server is to prevent hacking. If hits were calculated by the client, it wouldn't be hard to make an aimbot which could tell the server that you headshot people all the time. With server side hit detection, you tell the server your position, rotation, and if you've fired a shot, then the server calculates where you've hit with this information (which is partially random, the random part is calculated by the server).

Problem is we get tons of reports like these, but no evidence of bad hit detection outside of BF2's basic hit detection code.

Let me try to explain. There are several factors. First, when standing or crouching, the rifles have sway. The bullets do not follow the sway, they always go to the center of the screen, unless they are inaccurate (SMGs and LMGs). The sway goes down to the right, up to center, down to left, and loops. The time to shoot is when the sight is centered, that means inbetween the sway to the right and the left. This is very obvious with sniper rifles, and the enfield unfortunately has sway even when prone while the k98 does not. Many people find it hard to hit with the sniper rifles, but forget that you must wait for the sway to become centered.

Then there is bullet drop. SMGs and pistols have insane bullet drop, and if firing beyond 50 meters will have to compensate quite a bit for it. Rifles have less bullet drop and will have to compensate when shooting over 150 meters (rough estimates). Then there's bullet speed. Watch the tracers of MGs to see the speed. You can also see bullet drop of the MGs tracers. These should be aproximately the same as the rifles, just not as much random spread on those.

The last variable to shots is very complicated, and is ping delay. I'm not 100% sure on how this is detected. But say you play with 100ms ping, that means everything actually lags by 100ms, or 1/10 of a second. It means you'll have to shoot at where your enemy will be in 100ms. However, to cancel this out, BF2 made a huge mistake. They put in ping compensation, which I believe is set to 100ms by default, that means the server calculates where the enemy you hit was 100ms ago. If you have under 100ms ping, you can shoot behind the enemy and hit him in this case (as has been the controversy of many BF2 youtube videos). When starting FH2 through the toolbox, it can change the ping compensation settings, something BF2 should do.

Another variable is LCD input lag. Most LCD monitors, depending on their size, have maybe 30 to 40ms input lag (this is not the same as the "2ms" or "5ms" which is stamped on your screen, that's how fast pixels change color). I'll not go further here, just wanted to mention it.

Hope that clears it up for some of you. Again, the computer calculates exactly what its told to calculate, it makes no mistake. You hit exactly where BF2 calculates that you hit. Depending on your ping, weapon, and screen, it'll always be different. Once you've figured out how this works, if you miss you've only got yourself to blame.

They don't, because of engine limitations which don't allow the bullets to follow the sway. And without the sway we'd get those rail guns which were horrible in FH1, allowing you to hit 1 pixel targets. Also of course because of the reasons I mentioned above. Also note that bullets are not spawned out of the rifle, in neither PR or FH2. Bullets spawn from your camera, or the center of the screen, with slight variations susposed to represent inaccuracy. If you're outside of Europe, you may be playing on an American PR server and a European FH2 server, which would explain why you believe you can't hit stuff 10 feet away in FH2. All I can offer of advice is learn how to compensate for it, its all based on mathemetical formulas which can be learned.

Thank you very much for this. So in conclusion, Even when moving while standing, ironsighted, the rifles shoot exactly straight? Everything else is just BF2?




Kev4000

GF is my bext friend *hugs GF*

50 XP

5th October 2007

0 Uploads

777 Posts

0 Threads

#12 10 years ago
AdamPA1006;4785666Thank you very much for this. So in conclusion, Even when moving while standing, ironsighted, the rifles shoot exactly straight? Everything else is just BF2?

I don't want to answer to many questions based on this, as it gets to complicated for most people to understand. But when moving, the bullets spawn more randomly, which means not in the center of the screen, and not neccesarily where the rifle is pointing. My post above refers mostly to shooting when not moving. Go ingame, pick up a rifle and practice, you'll eventually find out for yourself. Just note that suggestions like the one in your original post are useless to us, as we know exactly what we're doing concerning hit detection, and have made the best we can out of it.




[130.Pz]W.Fuchs

Requiescat in Pace

50 XP

20th March 2008

0 Uploads

4,766 Posts

0 Threads

#13 10 years ago

Thanks Kev, once more your knowledge helps me out :) Though now I start thinking about it, it happens much more on our 130th server (west coast USA) then on for example Hslan (Germany)




LordKhaine

I sing the body electric...

50 XP

5th October 2003

0 Uploads

612 Posts

0 Threads

#14 10 years ago

I for one am glad the rifles in FH2 are not railguns, as they are in so many other games and mods. It allows mg's to do well, and allows for fairly prolonged exchanges of gunfire. Which is both more realistic, and a lot more fun imho.

Having the bullets go exactly where the rifle points is all very well and good in theory, but just play Red Orchestra for a second and you'll realise the potential issues in doing this in a computer game. It allows skilled players to just pick off players consistantly first shot, from vast distances, destroying any chance of any decent firefight, and turning everything into "who sees who first wins".




It's Happy Fun Ball!

aka Killed in First Minute

50 XP

21st October 2005

0 Uploads

1,297 Posts

0 Threads

#15 10 years ago

I do appreciate the poster's frustration though. Personally, have never mastered the use of rifles in FH2. I miss a lot, I die a lot, it is very frustrating. I know it takes practice, but the truth is I have always sucked as infantry. My solution has been to re-invent myself as a tanker. (and to reinforce my pre-existing tendency to be an arty whore.)




Archimonde0_0

In Vino Veritas

50 XP

28th August 2006

0 Uploads

1,231 Posts

0 Threads

#16 10 years ago

This is a dead subject, been posted about too much, Its no the rifles, or the code, or anything that the FH team has done to make some shots seem impossible.

What it simply comes down to is ping, Ping is the calculation of how fast packets are sent to and from your PC to the Server, 100ms basically means it takes about 1/10th of a second for you to send a request to the server, and receive a response back. During that tiny lapse, anyone with a faster connection will have the upper-hand on you.

To counteract this, you must quickly realize what your targets ping is, what direction he is heading, and how far he is from you. After doing so you adjust your horizontal position for his ping versus yours (in other words you aim farther out in front of him) the lower a persons ping the farther you will have to aim, the closer the ping is to yours the closer you can aim, and if somebody has a much lower ping than yours...you may even need to aim behind that target to hit them. Adjust for distance and viola perfect shooting!

Basically what it means is, the higher your ping, the farther lead your going to have to place on a target to hit them. As a side note bf2 also has some strange hit-box bug where most of the time it lags behind the player, so the visual avatar of the player is in-front of the hit-box and not relative to where it should be, thus most of the time you will need to aim behind your target.




Ronin Pedroshin

GF is my bext friend *hugs GF*

50 XP

13th June 2004

0 Uploads

878 Posts

0 Threads

#17 10 years ago

Archimonde0_0;4785802This is a dead subject, been posted about too much, Its no the rifles, or the code, or anything that the FH team has done to make some shots seem impossible.

What it simply comes down to is ping, Ping is the calculation of how fast packets are sent to and from your PC to the Server, 100ms basically means it takes about 1/10th of a second for you to send a request to the server, and receive a response back. During that tiny lapse, anyone with a faster connection will have the upper-hand on you.

To counteract this, you must quickly realize what your targets ping is, what direction he is heading, and how far he is from you. After doing so you adjust your horizontal position for his ping versus yours (in other words you aim farther out in front of him) the lower a persons ping the farther you will have to aim, the closer the ping is to yours the closer you can aim, and if somebody has a much lower ping than yours...you may even need to aim behind that target to hit them. Adjust for distance and viola perfect shooting!

Basically what it means is, the higher your ping, the farther lead your going to have to place on a target to hit them. As a side note bf2 also has some strange hit-box bug where most of the time it lags behind the player, so the visual avatar of the player is in-front of the hit-box and not relative to where it should be, thus most of the time you will need to aim behind your target.

Actually it's also comes down to the code limitation by BF2 regarding sway, as Kev4000 explained.

I actually didn't know or read anything about that before (that your shots always go to the center of the screen no matter where the rifle is pointing due to sway while staying still).

Thanks for the info Kev :)




[130.Pz]W.Fuchs

Requiescat in Pace

50 XP

20th March 2008

0 Uploads

4,766 Posts

0 Threads

#18 10 years ago

The sway is just eye candy done by ctz AFAIK.




spitfire05

[F|H]spit

50 XP

18th February 2008

0 Uploads

404 Posts

0 Threads

#19 10 years ago
'[130.PzW.Fuchs;4786025']The sway is just eye candy done by ctz AFAIK.

Read the Kev's post...




SiCaRiO

no mas crosshair!

50 XP

5th August 2005

0 Uploads

456 Posts

0 Threads

#20 10 years ago

sway is eyecandy , it cant be coded like bf1942.

what kievs sais its about the dispersion