* does not refer to daily but to my name, dayofmone. Because I hope SOE takes a look in here and can pull some helpful information out of it. IMPORTANT: Hit detection gets a lot worse when shadow quality reduced and texture quality reduced!* *I only reduced these to get better FPS, hit detection went bad and I maxed them both again. Other quality factors might cause issues as well! NS 11-AP rating on lower shadow and texture quality was 5/10. I will list weapons I used recently and rate their hit detection reliability based on my personal experience: NS 11-AP 9/10 - 10/10 TORQ-9 10/10 TAR 6/10 - 8/10 TSAR-42 10/10 SR-7 10/10 HSR-1 7/10 AMR-66 8/10 TRAP-M1 5/10 SABR-13 5/10 TS2 Inquisitor 10/10 NS-357 Underboss 10/10 Prowler M12 Kobalt 10/10 L100 Python HEAT 10/10 P2 AP 10/10 The NS 11-AP hit detection works great on max graphics quality (only particles turned oh HIGH, not ULTRA)! The TORQ-9 seems to work fine as well. The TAR seems to have some issues, one mag to kill someone on 15 meters range. Sniper rifles (not the TRAP-M1) work excellent! The HSR and AMR hit detection does not really work, I need 5 to 7 hits to drop a regular target (non HA). The TRAP-M1 and SABR-13 rating is very low, because in double burst-fire mode only the first shot seems to detect, the seond usually does nothing. TS2 Inquisitor works really good, no issues with it. The NS-357 Underboss woks as well! The Prowler M12 Kobalt works fine. Tank primary canons work 100% Feel free to post your own experience, I am sure SOE will be happy to get a wider report on hit detection per gun.
I have not noticed anything like this personaly but then again I havent looked for it. I have had my share of bad hit detection though and would never thing to change graphics settings. Too bad you have no video of this. Will try to test this to see if I can comfirm. To be clear are you saying it works best on high?
need more info what is your average ping and on what continent did you test this? +shadows being a factor in hit detection is bullocks(don't feel offended) ive been playing without shadows since the beginning and i don't have any problems at all. (so this could as well been a problem on your side or not ) + do you run any other programs in background? cause certain programs/downloads can make your ping rise to almost static lvl's of high ping.
For my two pence worth, hit detection for me is nigh on non existent when I grab a shotgun, I'll empty 10 rounds into a guy and get slotted with him having full health. I generally run MCG or Carv, fast hitting weapons so hit detection probably doesn't show up as bad, but when I wanna run with a pump action I'm screwed! Ping 67ms
Regularly getting "one shot-ed" by weapons that can't possibly do so...full T5 Nano+NMG with over-shield up...one bullet...thud...dead. Non-headshot. Just "BANG", "THUD", DEAD...while I'm pouring rounds into opponents from my MSW-R, making them light up in such nice pretty colors...no damage tho... Something else...I notice my toon yelling "Friendly fire" call outs when receiving Enemy fire...when no allies are near... Hossin A10-5800K AMD APU @ 4.3Ghz Dual R9-270X 4GB GPU's (GPU bound @ ~50 FPS in a big fight) 32GB RAM Razor Game Booster Active Recursion Stat Tracker open (that way I know if I get headshot) (Side note: I find switching weapons helps...when my Bull stops registering, I switch to MSW-R, then to MCG, etc, until one works...shotguns are a joke, aside from making pretty light shows...AV grenades bounce right off enemy MAXes...its pretty forked up right now...)
What I have found - Max (Best) Hit Detection 30 to 55 FPS over 60 FPS hit detection goes down and under 30 FPS hit detection goes down. If you go over 80 - 90 FPS Hit detection almost does not work. Hit detection if very load dependent on the CPU..! If your PING gets over 180 ms then Hit detection also goes down. Ping 50ms - 150ms best hit detection.
For a few days I have played without any issues of hit detection, then updates happened and i tweaked my settings a little for better performance. I'll try setting it all to ultra and lowest and will post results... As of ping I can't really make it go lower than 220.
Changing shadows did noting noticable for me. What I have noticed though is that performance/FPS has an impact on hit detection. Since I upgraded my cpu it has gotten alot better for me, especially in large fights and no it's not just lag making it harder to hit. I am talking about shooting stationary targets.
We really need OMFG update 2.0 Performance across the board is shoddy at best (sorry devs I know you're dealing with the PS4 atm).
I would recommend you guys submit in a support ticket so we can help troubleshoot the issue. If it's a bug of some sort (like the shotgun Pox mentioned) I'd recommend posting on the bug forums so the dev's can look into this.
I also have hit detection issues, but only with fast fireing guns. Example: Yesterday. Steady 60 FPS with Vsync, 30-50 Ping, a not very crowded area 12-24 enemies. I take a battle rifle and some bullets, hits, target is dead. Working as intended. I take a minigun: target is at point blank range, 3-5 m. 80 Shots out of my minigun, a friggin steady stream of red X under my crosshair. And he turns around and kills me in 2 seconds. Same with the T9 Carv, it sometimes takes like 50+ Shots to down a target, and then a second later the next one runs into the firestream and dies to 4-5 Bullets, that where actually ment for the 50+ Shots Guy.
I hate to be the one to say it, but the only thing i can think of is that your CPU is causing it. The i3 is now under minimum system specs, perhaps there is such a huge bottleneck that it just can't cope with everything thats going on in the game? Saying that, i'll give those graphics settings a go since i have Phenom II x4 which is pretty bad also...
That's generally how it is with FPS games, the more frames you have the better the hit registration is. It could also be that the low framerate is causing mouse lag, which will lower your accuracy considerably.
It could be a server tick rate problem if it's effecting fast firing guns. I'd love to see some tests to see how much lag there is in huge battle on EU servers. I bet's it's something like 1 second. You'll see a lot of 'getting hit behind corners' and 'dying at the same time as enemy', if it's lagging really badly. It could also be that you need to optimise your MTU value in router and in Windows. Too low and the packets will be delayed, too high and the packets will be fragmented or dropped, but let's not get into that.
If you want to lower your ping then consider asking your ISP to turn off interleaving. It has it's ups and downs however. It may decrease your ping considerably, but if you have a noisy line, it might make it more unstable. You can always ask them to turn it back on.
I get stuff like that when I am sitting on 50ms on Briggs, I hope that doesn't mean there is something really wrong with my connection.
I did a check there and the mtu required for my provider is exactly the standard mtu. So no change needed as far as i can tell. But you got my attention there. Dying behind corners? No, almost never had that. Dying in a split second? Yes. What is the exact address of the cobalt sever? I'd like to run some test later.
Is anyone elxe experiencing a bad hit detection? It feels like someone put 50% real ammo and 50% blanks in a big bucket, mixed and then loaded clips. My killboard is 80% red because no matter what I use and how good my aim is, every enemy I see just kills me before I took 50% of his health. Best thing is, when people realize the red dot on the minimap and turn around to kill you, after you allready hit 40 bullets into their back...
I always thought this was server or CPU issue. Go to an empty base with a friend and shoot each other. It feels like it takes about as much time for you to kill them as it does for them to kill you. Now go to a 96+ battle where more computations are going on and try the same thing. It feels like it takes you 20+ rounds to kill them while they seemingly instakill you. I never experimented beyond this, but maybe different types of weapons respond differently to the load, like shotguns. Dunno.