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English Hit detection or " lost bullets "

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old Hit detection or " lost bullets "

Chucko Kokos
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I don't get it at all, it's not a ping. It's just like most of my bullets are just ignored. I have to empty half of my mag into one guy. ( deagle works flawless most of the time, I think it's just automatic weps ) I was rushing with MP5, spotted a guy, started shooting him, and after I shot those 15 bullets ( I didn't missed single one, blood was all over the place ) he just turns around and 4-shoots me with AK47. It's just like M4A1 or AK47. It seems like more bullets are registering with recoil turned on but I'm not quite sure.

old Re: Hit detection or " lost bullets "

DC
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Please be aware that blood is a purely client-sided effect and no server-side hit confirmation. You would even get that effect when the server already crashed and you're about to time out.

So as your own latency was good it was probably the latency of your enemy causing this effect. CS2D compensates high latency but only to a certain limit, depending on server settings.

Also things like packet loss can occur, especially on very crowded servers which are not backed by the required bandwidth and hardware.

So if you're experiencing this a lot I recommend playing on another server and/or on a server with less players.

old Re: Hit detection or " lost bullets "

Chucko Kokos
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I'm playing on server with a lowest latency possible. It's around 60 or 50, I'm not going any higher. And I know that blood is a CL effect, and like I said recoil actually helps a lot in my case. It seems like more shoots are being registered.

old Re: Hit detection or " lost bullets "

DC
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Oh, that's a good point actually.

Recoil imprecision in normal mode (with mp_recoil 0) is randomized separately on client and server. So the server might use another random offset than the client does. So it might happen that on the client it looks like you hit often because you get "good" random values and on the server it doesn't hit often because of "bad" random values.

This is still fair game play-wise but it can lead to the impression that shots are not registered correctly. Which is not (or shouldn't be) the case of course.

So if this is the cause using weapons with less recoil/spray should give you a better experience.

Random offsets in CS2D are a game design decision. I did not want to use predefined spray patterns like in the real CS because they give hardcore players (who might memorize and use them) an advantage.

It would be possible however to improve this with a randomized spray pattern seed which is changed per session... hm
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