almost 4 years ago - /u/Riot_Sobey - Direct link

Originally posted by vecter

Ty, looking into it. From these gifs here it looks like there isn't a hitreg bug- but it IS super confusing that the hit impacts and tracers (which are delayed) can appear over the head when a player crouches, making it look like it should have been a head shot when it was actually a body shot. No bug here that I can see, but definitely a good candidate for some QoL changes to make this less confusing

almost 4 years ago - /u/Riot_CasualPenta - Direct link

Originally posted by LittleLunia

Hey Sobey,

I think there's a bit more to it than merely a visual bug. Take a look here.

The impacts and tracers don't really have much to do with any of this.

Also check out this: https://i.imgur.com/uHLASNB.mp4 Another example of how the impacts and tracers aren't the problem. Note how the enemy Brimstone slides away after returning fire.

Not to mention crouching can also completely desync, which is likely related to this issue as seen here: https://streamable.com/je48k9

It's more than just a QoL issue.

Appreciate you raising the issue of non-VFX related issues clearly and with good examples. Great post.

First Link: Some of those shots in the middle look they should hit, but don't. But it's hard to tell from that video, especially in Reddit's video player. We (and by 'we' I mean Sobey) do tests like this often, and haven't seen issues in clean-room environments. But there is something odd going on in that video. We'll have to investigate.

Second Link: Glad you pointed that out! This is a legit bug that we're aware of. The team figured out one way it could be caused and put a fix out in 1.02, but we can't confirm if that's what triggered that particular instance. That instance may be fixed. We'll keep an eye out. I can't tell if that video is from 1.01 or 1.02.

Third Link: Similar to the 2nd, but actually a different underlying issue. as /u/mcresto pointed out, this appears to be from a beta build. The team put in a fix for that more egregious case before 1.0 Release.

All in all, it's good to keep track of the issues that aren't just related to VFX clarity. The good and bad news is that these types of issues (actual bugs, not just clarity issues) seem pretty rare. Bad since it makes them harder to track down and fix, but good because they shouldn't affect gameplay nearly as often as the clarity issues.