Rising Storm 2: Vietnam

Rising Storm 2: Vietnam

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Yoshiro  [Entwickler] 3. Aug. 2017 um 10:30
Hit Detection Reproduction Post 1.02 Patch
As of patch 1.02 we have found and fixed several issues that may have caused hit detection issues in the game. If players still experience this during normal play and can help provide reproduction cases please let us know in this thread with as much information as possible.
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Beiträge 115 von 21
I'm not sure what was changed in this update to improve the hitreg but I have found it to be substantially worse. A number of times now I have taken out a number of enemy at range with the M60 as usual. But this seems to get demonstrably worse at meduim to short range.

This is not just the M60. i've noticed this on other guns especially the AK47. I've even hit twice with headshots to find no kill but for them to whip round and kill me in one shot to the chest. And before someone says 'aim better nub' this was about 8 to 15m out each time.

Please do not go down the route of these so called improvements like DICE seem to. Every game they release the hitreg seems to get worse.
Travis 8. Aug. 2017 um 18:30 
I has a similar problem playing on Hue City earlier today. As VC, I shot a GI in the head with my Mosin from about 5-10 meters away on the roof of A (the one with the skylight). I heard the sound of a headshot when I shot him, only to see him continue to turn and shoot me in the face with his 1911.
I think hitdetection is not correct caused by lag.... Maybe tripwire should explain in detail how it works when a player is hit when other player lag is 300ms.. most important is the its visual correct . Now it seems you see a character at a position and hit detection is using another position to determine if player is hit. Result is that visually you shot him but you actually missed.
Now the player with lag has an advantage... While he should die in the past.. 300ms ago...
Molly  [Entwickler] 9. Aug. 2017 um 9:06 
This thread was created to give users a centralized location to report hit detection and provide reproduction steps in an effort to track any issues players may come accross with it and address it.

Keep this thread on topic to hit detection reports to improve visibilty of any important information. For any other questions, discussion, reports please create a new topic. All off topic replies will be deleted from here on.

As always, thanks for taking the time to make any reports.
Yoshiro  [Entwickler] 9. Aug. 2017 um 10:35 
Thank you for the reports so far. We are working to see if we can replicate or log the close in issue that is being reported.

We've removed the off topic posts here so we can maintain focus on reproducing what is being reported so we can find the root cause and a fix.
EternalClimb posted:
"As people have mentioned here, bullets and rockets seems to dissapear at the moment you recieve a dead shot."


Same observation here. I noticed especially when playing grenade launcher. Got killed while launching a grenade, the launcher clearly animated and produced the sound, but no grenade exploded (it was only a few meters away). My opponent should have died for sure.

In general regarding hit detection troubles I noticed it occurs mostly in close combat. Pointing your handgun to the heart of your opponent a few meters away, shooting several times in the middle of his chest, then he shoots you dead. Had that yesterday standing up from behind sandbags.

I think you should start testing with close combat situations.
Ursprünglich geschrieben von <AKA>Attila:
EternalClimb posted:
"As people have mentioned here, bullets and rockets seems to dissapear at the moment you recieve a dead shot."


Same observation here. I noticed especially when playing grenade launcher. Got killed while launching a grenade, the launcher clearly animated and produced the sound, but no grenade exploded (it was only a few meters away). My opponent should have died for sure.

In general regarding hit detection troubles I noticed it occurs mostly in close combat. Pointing your handgun to the heart of your opponent a few meters away, shooting several times in the middle of his chest, then he shoots you dead. Had that yesterday standing up from behind sandbags.

I think you should start testing with close combat situations.

Agreed. After some more situations it appears to be instances where engagement is under 15m approx.
Yoshiro  [Entwickler] 11. Aug. 2017 um 11:26 
Close in engagements use a different system (before a projectile is spawned at range) and we are doubling down our investigation into that system to see what we can find. Thank you for the reports.
Ursprünglich geschrieben von TWYoshiro:
Close in engagements use a different system (before a projectile is spawned at range) and we are doubling down our investigation into that system to see what we can find. Thank you for the reports.

Cheers for the update.
Khaine 17. Aug. 2017 um 14:24 
I just had a situation when bullets (SKS) just went through the guy like he didn't exist. I had 40 ping, so lag is rather unlikely. I saw bullets hitting the sandbag behind him but zero blood splashes. Of course it was in close combat, about 10-15 m.

I also had situation when guy literally ran through full auto M60 fire. One guy was hiding in the hut, so I wanted to rip him through walls. When I was going full Rambo - another guy appeared from behind the corner - he was like 2 meters away, and ran in front of my barrel. I didn't stop shooting because I had no reason when the guy literally ran straight into bullets. Imagine how suprised I was when he survived without any damage, stopped and killed me with single shot. At least 2 bullets should hit him.
Zuletzt bearbeitet von Khaine; 17. Aug. 2017 um 14:40
Meister 20. Aug. 2017 um 19:44 
I had a situation where I unloaded about 7 rounds in full automatic point blank and I got killed by the enemy with none of my shots hitting him. Basically I died but he didn't. There was about a split second difference between me and him shooting with me having the advantage.
Colleoni 21. Aug. 2017 um 18:20 
Same. Top end computer, low ping. 50/50 as to whether I live or die after getting 3-5 rounds off into someone under 10m. Half the time they turn around and single shot me. Combine that with poor rotation and momentum physics side to side (meaning crazy changes of direction while sprinting, almost as bad as Battlefield), and close combat is just a crap shoot, no skill. I've actually stopped playing. Pixel snipping at distance was fun for a bit, but then I did enough of that with RO1/2 so don't need any more.
Molly  [Entwickler] 25. Aug. 2017 um 15:13 
As was messaged above, this thread was created with the purpose of collecting hit detection reproduction cases. Please keep it to this topic. All other discussions, bugs, questions, support requests etc. can be made on another thread.
Hit reg issue.


No, its not the ping, coz I can take shots on RO2 even in servers with 300-450 ping on STILL targets and they still hit real good.

But here even in low pings 100-200 even on STILL targets, the shots seem to miss most times. I aim for centre mass for extra probablitiy. Even in short ranges of below 50m the shots still miss...centre mass still targets and its gotten me killed many times as I try to get a clear shot.

Last time (after latest update) I got role kicked as sniper and I had MANY CLEAR chances on STILL targets. Aiming centre mass and still no hit, and I dont know how many shots I tanked but those shots helped them locate my good pos...coz of these bugs I got kicked.

Frankly, its gotten worse!


Zuletzt bearbeitet von george47mathew; 3. Sep. 2017 um 10:07
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Geschrieben am: 3. Aug. 2017 um 10:30
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