because tf2 hitboxes lag behind the model with low interps. for example if you use 15.2 lerp for soldier which almost everyone does a shotgun aimed at the direct center of a player model moving through the air will not be the meatiest shot. ill make a video on it later.
and some people use 15.2 on scout/sniper as well which has the exact same effect. not saying using a low interp on scout is bad, subconsciously you get used to where the meatiest shot is going to be in relation to the player model. many invite scouts use 15.2 lerp.
Tf2 is strange. When it's good, it's clunky, when it's bad, it's amazing. (I.e powah)
ZestyI'd rather people be missing than be getting hit behind walls by people because they have high ping all the time.
http://www.pcmag.com/media/images/447950-overwatch-logo.jpg?thumb=y&width=740&height=426
[img]http://www.pcmag.com/media/images/447950-overwatch-logo.jpg?thumb=y&width=740&height=426[/img]
yttriumZestyI'd rather people be missing than be getting hit behind walls by people because they have high ping all the time.http://www.pcmag.com/media/images/447950-overwatch-logo.jpg?thumb=y&width=740&height=426
I love paying $40 to get hooked around corners by road hogs
[img]http://www.pcmag.com/media/images/447950-overwatch-logo.jpg?thumb=y&width=740&height=426[/img][/quote]
I love paying $40 to get hooked around corners by road hogs
The amount of times that I've "missed" a headshot on a standing still heavy blows my mind. You can even see the blood on his head in a lot of them. It's a rare occurence but that fact that it occurs at all surprises me. Is there a specific reason why it happens?
yttriumZestyI'd rather people be missing than be getting hit behind walls by people because they have high ping all the time.http://www.pcmag.com/media/images/447950-overwatch-logo.jpg?thumb=y&width=740&height=426
this is probably more due to the fact that the game has a 20 tickrate rather than the hitreg being overly forgiving
[img]http://www.pcmag.com/media/images/447950-overwatch-logo.jpg?thumb=y&width=740&height=426[/img][/quote]
this is probably more due to the fact that the game has a 20 tickrate rather than the hitreg being overly forgiving
SpaceGhostsCoffeeThe amount of times that I've "missed" a headshot on a standing still heavy blows my mind. You can even see the blood on his head in a lot of them. It's a rare occurence but that fact that it occurs at all surprises me. Is there a specific reason why it happens?
the worst is when there are bloodstains on someone's head with no damage dealt, at least hide the evidence valve
the worst is when there are bloodstains on someone's head with no damage dealt, at least hide the evidence valve
I thought that hitscan reg was entirely client-side (the shooter). So if the target moves out of the way it doesn't matter as long as it registers the shot anyway. This is why you can get killed far behind walls when the attacker has high ping.
Also did valve fix that thing where you can mash a + d in midair and it totally screws with your hitboxes?
Also did valve fix that thing where you can mash a + d in midair and it totally screws with your hitboxes?
100% of the time a scout pistols me to death its around a corner or through a closed shutter
And i swear to christ if one of the peruvian sniper fucks comes in here saying high ping sniping is anything but a complete joke im gonna lose my shit
Tf2 is the first game with hitscan ive ever played where the lowest interp setting isnt the standard choice...shits booty
Tf2 is the first game with hitscan ive ever played where the lowest interp setting isnt the standard choice...shits booty
botmodeyttriumthis is probably more due to the fact that the game has a 20 tickrate rather than the hitreg being overly forgivingZestyI'd rather people be missing than be getting hit behind walls by people because they have high ping all the time.http://www.pcmag.com/media/images/447950-overwatch-logo.jpg?thumb=y&width=740&height=426
actually no. While that part sucks, blizzard actually wrote their netcode with "favor the shooter" in mind. The server will fudge hits in favor of whoever is shooting, so that if the shooters client saw the hit even when the server shows the enemy behind a wall now, it still gives them the hit. Which is even worse on the client of the enemy.
[img]http://www.pcmag.com/media/images/447950-overwatch-logo.jpg?thumb=y&width=740&height=426[/img][/quote]
this is probably more due to the fact that the game has a 20 tickrate rather than the hitreg being overly forgiving[/quote]
actually no. While that part sucks, blizzard actually wrote their netcode with "favor the shooter" in mind. The server will fudge hits in favor of whoever is shooting, so that if the shooters client saw the hit even when the server shows the enemy behind a wall now, it still gives them the hit. Which is even worse on the client of the enemy.
yttrium
Again isn't this exactly what tf2 does for hitscan?
Again isn't this exactly what tf2 does for hitscan?
basketyttrium
Again isn't this exactly what tf2 does for hitscan?
No, TF2 only cares about the server's perspective. It does slightly adjust for really bad pings from the attacker, but never to the point that it blatantly overrides the server.
Again isn't this exactly what tf2 does for hitscan?[/quote]
No, TF2 only cares about the server's perspective. It does slightly adjust for really bad pings from the attacker, but never to the point that it blatantly overrides the server.
https://www.youtube.com/watch?v=vTH2ZPgYujQ
I keep shooting hitscan near people instead of directly on them and i keep leading the projectiles a lot. Odd how you have to aim all the projectiles like you have 0 ping, makes it look like youll miss and you get pretty confused when they do/dont. In tf2 I'm used to quite a bit of lag making me need to lead projectiles or snap to specific places near someone rather than directly on them but in OW i just end up overflicking a ton.
Iunno if it's better or worse really. The game really blows me away sometimes when i feel like a shouldve hit a projectile but at the same time it could be more consistent when learned. Dodging shit is a joke though!
I keep shooting hitscan near people instead of directly on them and i keep leading the projectiles a lot. Odd how you have to aim all the projectiles like you have 0 ping, makes it look like youll miss and you get pretty confused when they do/dont. In tf2 I'm used to quite a bit of lag making me need to lead projectiles or snap to specific places near someone rather than directly on them but in OW i just end up overflicking a ton.
Iunno if it's better or worse really. The game really blows me away sometimes when i feel like a shouldve hit a projectile but at the same time it could be more consistent when learned. Dodging shit is a joke though!
yttriumactually no. While that part sucks, blizzard actually wrote their netcode with "favor the shooter" in mind. The server will fudge hits in favor of whoever is shooting, so that if the shooters client saw the hit even when the server shows the enemy behind a wall now, it still gives them the hit. Which is even worse on the client of the enemy.
is this why there's a lot of OW server-side replays involving widowmaker players seemingly snapping onto enemies?
is this why there's a lot of OW server-side replays involving widowmaker players seemingly snapping onto enemies?
Hitreg really depends on the server for me. Many dallas servers are totally frustrating as it's all sparks for low damage. I'll hit shots with 'ease' on one server, not hit anything on dallas, then back to normal. The worse my routing is, the worse the registry. Packet loss probably accounts for a portion of that, but it's too consistently bad for that to be the whole explanation. I now have 70.5mbps down, 6.7 up. My isp has awful routing to dallas. I've been sent from Vancouver-Toronto-Chicago-LA-Denver-Dallas. Sense made: none. Over triple the ping I had in 2009.
I really only complain about hitreg on Dallas or occasional other servers that treat me poorly.
I really only complain about hitreg on Dallas or occasional other servers that treat me poorly.
trashyttriumactually no. While that part sucks, blizzard actually wrote their netcode with "favor the shooter" in mind. The server will fudge hits in favor of whoever is shooting, so that if the shooters client saw the hit even when the server shows the enemy behind a wall now, it still gives them the hit. Which is even worse on the client of the enemy.is this why there's a lot of OW server-side replays involving widowmaker players seemingly snapping onto enemies?
aim is independent of the actual shot, that's probably just the shit tickrate
is this why there's a lot of OW server-side replays involving widowmaker players seemingly snapping onto enemies?[/quote]
aim is independent of the actual shot, that's probably just the shit tickrate
https://www.youtube.com/watch?v=7q8LV4tXyuY
i dont play scout anymore
i dont play scout anymore
because i want to see -150 when a huge ass bloodstain appears on the guy's head the moment i took the shot
yttriumbasketNo, TF2 only cares about the server's perspective. It does slightly adjust for really bad pings from the attacker, but never to the point that it blatantly overrides the server.yttrium
Again isn't this exactly what tf2 does for hitscan?
I don't believe that at all. If that were true you would have to lead shots with hitscan. Having played Halo Custom Edition I know what it's like to play without lag compensation and it's vastly different from tf2. Also, how do you explain things like the patched interp freeze exploit, where setting cl_interp to the highest possible value in-game would freeze things on your client (as it waited for the new buffer to pass). Then while everything was standing still you could headshot frozen players and kill them.
Again isn't this exactly what tf2 does for hitscan?[/quote]
No, TF2 only cares about the server's perspective. It does slightly adjust for really bad pings from the attacker, but never to the point that it blatantly overrides the server.[/quote]
I don't believe that at all. If that were true you would have to lead shots with hitscan. Having played Halo Custom Edition I know what it's like to play without lag compensation and it's vastly different from tf2. Also, how do you explain things like the patched interp freeze exploit, where setting cl_interp to the highest possible value in-game would freeze things on your client (as it waited for the new buffer to pass). Then while everything was standing still you could headshot frozen players and kill them.
i know i'm a year late on this post, but it is pretty bad.
when i'm offline with bots it's still bad so you can't just blame it on ping.
If I try to practice trickstabs, it'll do the hit sound but it won't do any damage at all, or i'll get a backstab when i'm infront of them. same thing with practicing headshots, the blood spatter will appear on the head but it won't even count it as a normal body shot like it does a lot with headshots. even when I meatshot someone with scout, the blood splatter will appear but it does no damage
this sort of stuff happens a lot on tf2
when i'm offline with bots it's still bad so you can't just blame it on ping.
If I try to practice trickstabs, it'll do the hit sound but it won't do any damage at all, or i'll get a backstab when i'm infront of them. same thing with practicing headshots, the blood spatter will appear on the head but it won't even count it as a normal body shot like it does a lot with headshots. even when I meatshot someone with scout, the blood splatter will appear but it does no damage
this sort of stuff happens a lot on tf2
AyeAyeKanei know i'm a year late on this post, but it is pretty bad.
when i'm offline with bots it's still bad so you can't just blame it on ping.
If I try to practice trickstabs, it'll do the hit sound but it won't do any damage at all, or i'll get a backstab when i'm infront of them. same thing with practicing headshots, the blood spatter will appear on the head but it won't even count it as a normal body shot like it does a lot with headshots. even when I meatshot someone with scout, the blood splatter will appear but it does no damage
this sort of stuff happens a lot on tf2
did you make an account just to necro this??
when i'm offline with bots it's still bad so you can't just blame it on ping.
If I try to practice trickstabs, it'll do the hit sound but it won't do any damage at all, or i'll get a backstab when i'm infront of them. same thing with practicing headshots, the blood spatter will appear on the head but it won't even count it as a normal body shot like it does a lot with headshots. even when I meatshot someone with scout, the blood splatter will appear but it does no damage
this sort of stuff happens a lot on tf2[/quote]
did you make an account just to necro this??
I thought TF2 hit reg wasn't good then I played PUBG
AyeAyeKanei know i'm a year late on this post, but it is pretty bad.
when i'm offline with bots it's still bad so you can't just blame it on ping.
If I try to practice trickstabs, it'll do the hit sound but it won't do any damage at all, or i'll get a backstab when i'm infront of them. same thing with practicing headshots, the blood spatter will appear on the head but it won't even count it as a normal body shot like it does a lot with headshots. even when I meatshot someone with scout, the blood splatter will appear but it does no damage
this sort of stuff happens a lot on tf2
hitboxes on offline bots are fucked especially when they are moving or flying
when i'm offline with bots it's still bad so you can't just blame it on ping.
If I try to practice trickstabs, it'll do the hit sound but it won't do any damage at all, or i'll get a backstab when i'm infront of them. same thing with practicing headshots, the blood spatter will appear on the head but it won't even count it as a normal body shot like it does a lot with headshots. even when I meatshot someone with scout, the blood splatter will appear but it does no damage
this sort of stuff happens a lot on tf2[/quote]
hitboxes on offline bots are fucked especially when they are moving or flying
ValorousTFAyeAyeKanei know i'm a year late on this post, but it is pretty bad.
when i'm offline with bots it's still bad so you can't just blame it on ping.
If I try to practice trickstabs, it'll do the hit sound but it won't do any damage at all, or i'll get a backstab when i'm infront of them. same thing with practicing headshots, the blood spatter will appear on the head but it won't even count it as a normal body shot like it does a lot with headshots. even when I meatshot someone with scout, the blood splatter will appear but it does no damage
this sort of stuff happens a lot on tf2
did you make an account just to necro this??
not sure what necro means but I just made the account so I can share why others might think it's bad like myself
when i'm offline with bots it's still bad so you can't just blame it on ping.
If I try to practice trickstabs, it'll do the hit sound but it won't do any damage at all, or i'll get a backstab when i'm infront of them. same thing with practicing headshots, the blood spatter will appear on the head but it won't even count it as a normal body shot like it does a lot with headshots. even when I meatshot someone with scout, the blood splatter will appear but it does no damage
this sort of stuff happens a lot on tf2[/quote]
did you make an account just to necro this??[/quote]
not sure what necro means but I just made the account so I can share why others might think it's bad like myself