DRUNKKZ3

DRUNKKZ3



02 Jul

Comment

Originally posted by 6StringAddict

It was immediately clear that there was something wrong with aiming, so I decided to just compile the evidence in one short video.

/u/DRUNKKZ3, /u/partwelsh, /u/braddock512, here it is.

Thanks, i'll have a look with animation.


30 Jun

Comment

Originally posted by smokingpolpot

Actually, in regards to the planes, it appears to be that the hitboxes of all the planes were shifted forwards or something. I was just playing and found I was able to consistently hit enemy aircraft by firing in front of them. The bullets flew clear past the front of the planes but still dealt damage. I haven’t seen for certain, and obviously I’m not the Core Gameplay Designer at DICE, but this may be the problem with other hitreg issues as well?

The issue is pretty close to what you are experiencing, let's say that your client is currently seeing the position of the enemy (plane, infantry etc...) in the past compared to what it actually is on the server. If you lead a bit, you will be probably hitting the target at the correct position (which is the one the server currently acknowledges from his perspective and that you obviously don't see)

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Originally posted by RobMonarc

Any news on the invisible players yet? I know it might be too soon to even know what went wrong..

This is being investigated as a high priority too

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Originally posted by 6StringAddict

Is this the same issue? Happens a lot as well.

I don't think that's the same issue. I would tend to say that this player probably disconnected from the server but remained alive anyway. I'll share with the team.

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Originally posted by GlintSteel

Is this client sides issue? I mean if u guys succesfully fixed the plane hitreg is this gonna automatically fixed too?

The issue is very likely exactly the same for vehicles / planes and infantry so if the plane hit registration issue is fixed, this will also fix the infantry part.

I cannot give an ETA on a potential fix at this point (especially given the fact it's sunday) but we will be sharing updates as soon as we can.

Comment

There is definitely something wrong that has happened with the recent update when it comes to "netcode". This has first been reported and caught with planes hit registration (mostly due to the speed at which they fly) but this is also an issue with general infantry combat, moving targets can be impossible to hit due to that issue.

We're very actively looking at resolving this issue and hopefully we can give an update on this in the next few days.


27 Jun


25 Jun

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3.6


24 Jun

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Originally posted by Not-the-best-name

Wait, is THAT what happens when a ammo crate is destroyed? O couldn't work out what the point of rebuilding it is when it gives ammo either way. So it doesn't give gadgets?

Sorry, meant interact - phone writing!

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Originally posted by BattleSpaceLive

1 meter.

Much more than that actually, the damage starts from higher than 100 so it means the oneshot kill range was extended past the Inner blast radius.

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Originally posted by spacemonk42

Hey guys, thanks for the update. Quick question... does the ammo aura resupply gadgets like AT Mines and grenades or do you still only get those when picking up the ammo pack at the main supply points?

The aura only resupplies primary and secondary. You will still have to pick-up gadgets with a crate interact. Keen to get some feedback on that :)

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Originally posted by eaglered2167

The nerfs to explosives is nice. Very nice.

Hopefully it is in a better place afterwards. We will keep an eye on those but the goal was just to mostly ensure that effectiveness against infantry goes down while effectiveness against vehicles is unchanged.


21 Jun

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Originally posted by TheAverageSizedD

Thanks for increasing the downed state timer, it was too short before in my opinion

You will be able to skip faster or hold for longer moving forward so that will give you more options :)

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Originally posted by Eddie666ak

Any (much needed) changes to the noob tubes, especially the PIAT? Seems strange putting so much effort into superb gunplay just to let people have insta kills with rocket spam.

We got you covered for sure :)

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Originally posted by T_Meister

We’ve also changed the collision behavior of both crates so that they can be placed on vehicles, and stick during movement (long live the heal-mobile!)

So what you're saying is I can now load up my jeep like I'm going on vacation?

You're god damn right.


09 Jun

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Originally posted by BleedingUranium

You're getting hit by two players as the damage indicators suggest.

Any chance you guys could look into revamping the killcard for this sort of info? Battlenonsense had an amazing killcard concept video, specifically with it showing a list of each hit you took, by what player, with what weapon, and for how much damage. Kind of like a killfeed list, but of damage dealt to you.

It's something we are interested in but i can't tell or promise if this is going to actually happen. It would be a bigger revamp of the death flow.

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Originally posted by Twitch_Tsunami_X

Couple of clips here which don't have warning icons and seem to just ignore bullets in an otherwise normal level of hit reg.

https://www.twitch.tv/endersbf/clip/AstuteAbstemiousCockroachBCWarrior

https://www.twitch.tv/endersbf/clip/RoundFilthyInternKappaRoss

I've seen those before, very weird indeed. It looks like he gets stuck in a state where damage is denied by the server consistently.

Comment

Originally posted by FettyBear

Thank you u/DRUNKKZ3 for reviewing this! After I watched the case 0:33 frames by frames I can see the snipers shot come ;) Me and my friend will send you some more clips with net graph later on

Thanks for sending those over, some great material in there! I replied to you directly :)


08 Jun

Comment

Few points:

 

  • "Enemy Hit +99" is NOT a bug. Damage is presented as a rounded integer of a float. In that case you're just hitting a player at a range where your damage just starts falling-off. If we were to push the fall-off at a further distance, this would still happen but at that new distance instead (although probably less often). The only way to prevent that from happening would be to have a fall-off that directly jumps to an integer (25 to 24 for example) but that would probably be more inconsistent in terms of gameplay.

 

  • "Enemy Hit" showing very high numbers well above 100 when hitting a target is a bug that we are currently investigating and looking to fix. The damage in those cases is correct but the damage log shown by the UI is showing incorrect values (seems like it sometimes counts twice for a single hit). We do not have a very consistent reproduction case for this though so we are looking at various differe...
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01 Jun

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Thought this was mine for a second. I feel better now.