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3.) play the other shooter games that are superior and more popular like apex, fortnite & cod. hunt is trash and buggy mess
but bro, we will get flying cockroach and new dlc, who needs bug fixed and better servers?
you're clearly lagging because the person you shot was past the bullet when he died.
it did take only about .2s you're just lagging, AND you slowed the clip down.
next.
edit: turn on your ping warnings next time, you'll see your connection, and the packet loss to know when it's happening.
U seems like u didn't even know what lagging means. Lagging, would be when enemy would be BEFORE my gun and I would kill him. In such case my PC didn't received an update about enemy position so my shot was validated to most recent one.
Thing which is happening on tthis video is reversed lag, when enemy already moved, server accepted that movement, visual information was sended from the server to my PC about enemy position and somehow shot was still a hit, when enemy was over 5m away from my aim position. So his movement was registered by server before shot was even made, but somehow it killed him in position, where he was before the shot. This is beyond bad server then, because it means, game server can accept and proceed enemy position visually but leave hitbox in previous position...
peer-server-peer
each peer has a version of the game, and the server has one.
the server tries to keep an accurate version of the game, but because of connection issues on either, or both sides of the server, whats actually happening can sometimes be different than what you see.
You knew when to shoot, because you saw the player. you shot, it connected and killed him due to connection errors somewhere in the chain, it took a second for the server to catch up to the inputs from all sides and then shoot that data back to you.
result?
you hit where you aimed because as you said, it's basically a hit scan weapon at 600m/s, the server just wasn't transferring the data quick enough, but he was already dead, as soon as you pulled the trigger basically. this also intertwines with the .8ms trade window to give you stuff like this.
This is a known issue though, crytek, and we as the community know that this ♥♥♥♥ happens, and that the servers are crap.
frankly, i understand the alarm, but you hit where you aimed and it killed him, so i'm not sure the problem?
Report and ignore.
trades didn't happen in normal games, like CSGO, even with hit scan
But trades exist in hunt.
up to an 800ms window exists for two people with 400ms ping (the max they allow). The maximum window is the two players ping added together, so improving your own ping already does reduce trades (I.e. if you have 100 ping and your opponent has 200 it is a 300ms window. If you had 50 it would be a 250ms window).
imagine allowing anything above 200 ping in fps game
I was about 100m away last night with a Springfield rifle, one shot breachloader.
I saw the guy with the bounty, he was running through the woods, I aimed a little way ahead where there was a small gap in trees, shot the round when I know he would be near and boom headshot.
Got myself a token with 1 round and aiming patiently ahead of where my opposition was running.
Not totally random, maybe you got bad connection?
if u remember that story so well, that was probably in first headshot in 1000h, so yeah, server problems
+ my connection is 16-25ms ping
And not not first, it happened less than 24h ago, that's why I remember it.
I also went 1v1v2v3 and won that fight, though I only killed 4 unique different people but was the one that got the only bounty that left map so...
I'm rooting my own horn here lol
I'm not sure what could be causing such issues for you with aiming though if it's that often. The servers act up every now and than, but I have not seen it act up every match and never for more than 5 seconds or so.
Sometimes happens once in a great while, but normally it's when running between compounds etc.
Your not updating other games in steam when it happens right?
Or another game app like origin or something