lytlb1t

lytlb1t



30 Jul

Comment

Originally posted by vicch

Already taken care of

Comment

Originally posted by report_hacker

Hey, can I also report Valut951, made this post the other day. This is on Australia server.

https://www.reddit.com/r/BattlefieldV/comments/c7rmcb/can_we_ban_vault951_for_using_cheats_in_the_game/

Videos included in the reddit post. Thanks heaps!

[if you could provide us a direct line to the anti-cheat people, other users could probably bug you less :P]

Looks like he already got 'handled' shortly after that post :)

Comment

Originally posted by IlPresidente995

Good to hear!Sounds odd, could it be that you had a high ping when that happened? Would be great to get a video so we can take a more detailed look.

Of course! i'll write you via PM if it is ok, unfortunately i can't provide it right now... By the way, I think this is more related to how fast i press the key :P

Yeah PM works :)

Comment

Originally posted by strict_positive

I know this isn't actually your job directly but I have three for you from oceanic servers from today/yesterday. All were blatantly hacking with high headshot ratios. (Thanks for this btw)

T3unam1

https://battlefieldtracker.com/bfv/profile/origin/t3unam1/weapons

PGMP1979

https://battlefieldtracker.com/bfv/profile/origin/PGMP1979/overview

Uban_Jan

https://battlefieldtracker.com/bfv/profile/origin/Uban_Jan/weapons

Forwarded, but note that video material is much more powerful when it comes to proving they're cheating. If you have any, just send it over.

Comment

Originally posted by IlPresidente995

It's a great feature, like the manual leaning. It saved me a tons of health point :p

Feedback time: Unfortunately on PC, leaning is a bit cumbersome (especially for someone like me who use to play Rainbow 6 Siege) to aim, press F and then Q or E for lean. Most time i press F while aiming but it ends with an annoying melee attack who slow me down :/ can you look into it?

At first i assigned the leaning to Q/E, but it made weird all the other commands (because i had to found different command for what i assigned to E, V and F) so i reverted to default config, meaning that i know how it's not easy to implement this without overturn the classic BF keys configuration.

Good to hear!

Sounds odd, could it be that you had a high ping when that happened? Would be great to get a video so we can take a more detailed look.

Comment

Originally posted by PigsMud

As in banned?

We're not allowed to share details about individual cases because of legal reasons, so let's keep it at 'taken care of'

Comment

Originally posted by musabfiqi

forwarded to anti-cheat people

Comment

Originally posted by HiDefiance

You guys are really proud of that huh? Every time I see you it’s when you’re commenting about that.

Yeah it's cool to see players use these new features, I hope my posts encourage others to use it too since I think it feels great when chained correctly.

Comment

Originally posted by LudwigVanBeethoven2

done

Comment

Originally posted by Nemesium

already taken care of


29 Jul

Comment

If you share videos I'll make sure it gets processed quickly.

Comment

Originally posted by Kiromana

Hey, if you could re-consider this function/feature, if some airplanes have "shootable" glass but some don't, it feels a bit random.

I'm not too sure how to put it in English but if just sometimes you're able to penetrate, and sometimes not, it doesn't make for consistent gameplay.

Also, a sidenote: Could you please discuss with the team regarding troop-transports and adding seats to them?
Both of the transports in the game lack passenger-seats, even though they are troop-transports. I don't mind if the guns on them are spawned on first, when entering/spawning on the vehicle, but please do add regular passenger seats so our battle taxis can actually.... transport a squad or 6 men.

Hi! It's not really up to me, I don't work on vehicles. Just trying to shed some light on posts I know more about.

I do agree that it would be great to have more seats in transports, I'll ask the vehicle designers about the topics you raised.

Comment

Great stuff, dat ledge grab.... Keep making videos plz

Comment

Reported him internally :)

Comment

Originally posted by HiDefiance

No, your bipod is unfolded so the animation of you folding your bipod collies with the one that plays when you bash a door open, creating what you see.

Good observation! I forwarded the video to the animation people and included your comment.

Comment

Great opportunity! I always panic in these situations, trying not to let it go to waste but doing so nonetheless, so props for you for staying calm.

Comment

Originally posted by Eirik-E

Ahh I see thanks for discussing your thoughts. Much appreciated. I see you guys are individually trying to help out here whenever you can lately so I'm sure its appreciated and not going unnoticed by me at least.

And if what I'm reading into is correct, our inputs in this physics based movement system aren't as much of the old "move to grid x=**** y=***** z=*****" but an actual velocity in which checks occur and could be performed ahead of time based on that velocity and what's possible. Which doesn't need to be present while hard animations/inputs like vehicle exits and vaulting occurs. But then picks up again once the animation and pathing is finished. If I were a physics programmer, I would think my first act in trying to reproduce it is to try and break that transition period between the two? Good luck on locating it. Have a good day.

Yeah exactly, someone would have to try to reproduce the same thing and then check all systems involved on what is currently going on. I'm surprised of it happening here since afaik there is nothing overriding physics, but that makes the issue more fun to fix :)

Comment

Originally posted by Eirik-E

What my uneducated eyes see is that regardless of physics and angle/velocity, he falls from 2-3m which doesn't seem like long enough for the game in this scenario to catch that hes actually hit a hard obstacle, so he just goes through like it never existed. Isnt this the same issue that plagues pretty much any online game? Didn't I use this same issue to get OOB in Tony Hawk PS as a kid? Travelling at a speed with latency? Having the game to try and relocate where I should be but having passed a solid barrier and placing me on the other side where I "was last" in a sense? But without the rubber banding actually being visible?

With a very basic physics system your observations would be valid, but with the one we use these things shouldn't matter. Moving objects in a physics system are not simply teleporting from point A to B. Instead there are many ways to detect intersection of moving objects. I don't know the specifics, thankfully I'm not a physics programmer, but you can think of 'sweep checks', where in a given time like 1/60 of a second (one frame) objects are compared based on their location and velocity. The system will be smart enough to detect very high velocities and act accordingly.

Now there are systems that override this behavior, like the vaulting system, or when you're attached to a vehicle for example. What happens here I don't know, but our QA will see if they can reproduce it which should at least point us in the right direction.