Battlefield 3 thread - Server details in opening post -

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things that are started to get on my ****

1. getting 1 shot killed by the other team all the time when it takes me at least 4 hits to kill someone
2. crashing when you join a server for the first time (works on second time)
3. crashing during map changes everytime now
4. team mates who dont get in squads

1. you were warned about it from BC2, it's server tick lag.
2. we all get that, it's a Dice game :D
3. new bug, did you add your experience to the bug thread?
4. nothing new here, lone wolf is actually a play style would you believe it or not from bf2 days, so it ain't something to complain about.

Here's my list:

1. Tactical Nova shield
2. Random HDD thrashing (why? what did the game just spend a minute loading for?)
3. Mortar minimum range is too short, clearly done so for console crowd.
4. Getting picked off from range by someone with a IRNV (and either a f2000 or m249, there are other guns so why does it always seem to be those? It's refreshing to die to a ump or scar though xD).


:p
 
2 q's

1. How do I unlock IRNV. Does it need to be unlocked for each gun or just once? and certain number of kills per gun?

2. How do I unlock mortar? What kit is it, support?
 
whats that?

I notice also, I seem to unload a clip into someone close up and they dont die but 1 shot in me and I die?

I assumed they were getting headshots?

It's from BC2 days, the servers seemed to queue EVERYTHING. From people unloading a bullet to jumping into vehicles to knifing someone in the back.

You would perform the action, it got lost in the queue and the person turns and drops you in 2. They supposedly got it under control in the latest patch for bc2, but I don't know as I haven't played it enough since to judge.

Ever proned behind a wall and still died 2 seconds later? Ever ran round a corner and died afterwards? Ever seen a guy hit you once and you drop (even if it's the weakest gun in the game)? Though you dodged that tree in your jet/helicopter?

The game doesn't seem to send updates fast enough or it's the interpolation at play (which according to the patch they will finally let us tweak).
 
The reason you die after getting in cover is because the hit reg is client side. What you see on your screen isn't necessarily the same as someone else. In certain instances your shooting an echo of where the enemy were. That's why you also get 1 shotted because the server receives a "I killed him" packet from client A and so kills player B, even though B may not have been where player A shot him.
 
The reason you die after getting in cover is because the hit reg is client side. What you see on your screen isn't necessarily the same as someone else. In certain instances your shooting an echo of where the enemy were. That's what you also get 1 shotted because the server receives a "I killed him" packet from client A and so kills player B, even though B may not have been where player A shot him.

Nah, I'm pretty sure it is server side with heavy interpolation favouring the lagger. Otherwise I would be busy getting out my wpe for some godlike kill packets. :p
 
The reason you die after getting in cover is because the hit reg is client side. What you see on your screen isn't necessarily the same as someone else. In certain instances your shooting an echo of where the enemy were. That's why you also get 1 shotted because the server receives a "I killed him" packet from client A and so kills player B, even though B may not have been where player A shot him.

Which is rather unfair as it's more to do with what the game thinks instead of your actual skill.
 
SO how the hell can people sit and snipe for head shots? when possibly the person they are aiming at is not really there at all? lol

Because they are there on your screen. Example.

Player A dives behind cover.

Player B. Sees still sees player A as stood up, shoots him.

Player A is killed because he's been killed stood up on player B's screen despite being behind cover on his screen.


I've tested this with mates in ts. Sometimes there's over a second disparity between you being in cover and people seeing you go prone. It's occasionally very fast but not always.
 
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Because they are there on your screen. Example.

Player A dives behind cover.

Player B. Sees still sees player A as stood up, shoots him.

Player A is killed because he's been killed stood up on player B's screen despite being behind cover on his screen.


I've tested this with mates in ts. Sometimes there's over a second disparity between you being in cover and people seeing you go prone. It's occasionally very fast but not always.

Is it just me or is that so badly written it took about 5 reads to understand.
 
Because they are there on your screen. Example.

Player A dives behind cover.

Player B. Sees still sees player A as stood up, shoots him.

Player A is killed because he's been killed stood up on player B's screen despite being behind cover on his screen.


I've tested this with mates in ts. Sometimes there's over a second disparity between you being in cover and people seeing you go prone. It's occasionally very fast but not always.

Erm but that same disparity can be seen in other games such as Source:
http://www.youtube.com/watch?v=3zF7mYfs6UI
http://www.youtube.com/watch?v=MBAhMkuJhqI

As you know, reg is server side in css, but the same lag can be seen. Was it confirmed by an actual dev that it was client side? Pretty sure the nuke fest hack would have shown it's ugly head if so.

Also forgot to mention, I've had times where the 'hit marker' shows (client side confirmation of a hit) and I've done no damage.
 
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Irc yes. Everything is client side, health, ammo, hit reg, everything.

http://forums.electronicarts.co.uk/20108001-post365.html
@thanatoslives We use a hybrid model, Clients detect hits, report them to the server, where the server varifies them, most accurate hits.

Not entirely client side I'd say based on that quote, I'm just digging through the old posts from beta time to see what I can find (I didn't read much as I spent more time blasting through it :p).
 
I was shooting a guy in the face at close range, no shots missed but the server said no and I died in one kill :(. Does seem to be an issue with just the BF series
 
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