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No, that's nonsense. The reason for the behavior you observed is simply server lag, high latency or poor FPS. The opponent is not where it is displayed for the client. The hit markers are on the client side, but the server does not recognize the hits. The problem has existed since at least MW3. It is slightly better if you play on the console or with a controller, as the Aim Assist guides the bullets and the tolerance is greater.
The COD website states this is not in the game. "Does the Call of Duty matchmaking process impact any in-game elements such as hit registration, player visibility, aim assist, damage, et cetera? No. Our matchmaking process does not impact gameplay elements."
Your post contains clear error of logic, stating off with "there is no conceivable way", when there is in fact, many conceivable ways.
Hit detection is a complex, technical topic. There are many causes. One is what you see on your screen as a head, may be out of sync with what the server sees. This results in incorrect hit detection.
the game detects 3 hits, it gives me three headshot hitmarkers
You say "just factually wrong." but don't refer to the specific fact I have wrong.
You are the one that said "there is no conceivable way"
Do you not consider any server issues as a conceivable way?
I have to be honest, you are stating some wild stuff.
"yep, all these d riders will never explain how i can 1 shot people", it has been explained such as "The reason for the behavior you observed is simply server lag,"
There is plenty of explanation in this video:
https://www.youtube.com/watch?v=la11w-sx7ts
Without fail , immediately after being killed by a sus player, packet burst message pops up.
I'm backing this. I saw multiple occasions where on nuketown I shot 3 headshots in a row resulting in no kill. I shoot at an enemy at close range, dumping 12 bullets in them, only for 3 or 4 to connect. What the ♥♥♥♥ is up with that?
And don't give me none of that ''client side server desync'' ♥♥♥♥♥♥♥♥ either. I used to play COD on dedicated servers back in the day and NONE of them had this issue. NONE!!!
There is no and I mean no reasonable explanation as to why this is the case. Only that the publishers are greedy basterds not willing to invest in highter tickrate servers or the possibility of dedicated servers. Fps games are getting ♥♥♥♥ on BADLY.
Its almost like Activision buys the cheapest servers possible and have been doing this since they switched from using p2p in the post server browser games
You and the OP are mixing up issues.
Everyone believes headshots can result in no-kill, so no need for comments such as "I'm backing this". The question is what is causing this?
An error of logic is being used. You and OP are jumping to conclusions based on flawed logic.
That logic is there is no other explanation, when there are other explanations. You state "There is no and I mean no reasonable explanation". This is an outrageous statement to make as server issues are a reasonable explanation.
"And don't give me none of that ''client side server desync'". A perfect example of ignoring a possibility.
"I used to play COD on dedicated servers back in the day and NONE of them had this issue. NONE!!!". This is an unfair comparison. There are major differences with BO6. Treyarch has made some design decisions that are amplifying the problem. There is low TKK, this gives less time for the client and server to sync. The omni-movement and animations require a lot more data to be sent.
Also these issues occur in all FPS games to some extentm so stating "NONE of them had this issue." is false.
On the tick rate, it appears incorrect information has been spread by some youtubers. The tick-rate in multiplayer is 3 times higher than warzone according to TheTacticalBrit. This would suggest Activision are not "greedy bastards".
The issues are also not limited to the servers, with the TheTacticalBrit video clearly showing the animations are not sycing correctly even under ideal conditions, meaning the problem runs deeper than just the networking.
Its fine to state BO6 has hit-detection issues or they wrote a bad code in their game, but what is not reasonable is saying the cause is intentional and part of a skill based damage conspiracy as OP has stated.