https://www.dsogaming.com/news/batt...ss-support-full-patch-release-notes-revealed/
Netcode / TTK / TTD Improvements coming
Added a new system that will ensure consistency between TTK (Time to Kill) and TTD (Time to Death) regardless of the network performance issues (high latency, jitter, packet loss, etc.) encountered by players. With this change, the damage sequence from first bullet to last bullet hit will always properly be paced over time and will avoid bundling of damage (superbullets).
Increased the amount of damage updates that can happen in a single packet. This will ensure that the damage is sent to the player as fast as possible and avoid very delayed damage from
weapons like shotguns.
Fixed an issue that caused the client to receive an incorrect amount of damage that would get corrected by the server shortly after. In some cases, the health correction for the client would only happen when a new damage update happens, which led to a desynced state where the player would try to self-heal or interact with other healing sources unsuccessfully.
Fixed an issue where the player’s health would wrongly update due to incorrect high frequency prioritization. This would commonly happen if there were a lot of players in the area. This issue could present itself when, for example, players tried to heal themselves, but no health was applied when the health pouch was used.
Fixed an issue where players still could take bullets damage for too long from a player that was recently killed, especially if that player had high latency. When the player is now confirmed killed on the server, damage from that player will be rejected. This change will not affect grenades, rockets and other projectiles that are not bullets.
Improved the visual replication of projectiles. This will ensure a more consistent directional damage feedback and will increase the accuracy of directional hit indicators.
Improved the HUD health updates when taking damage.
Fixed an issue where camera shakes would get delayed. This impacted how fast the player could read the damage feedback.
Made several improvements to vaultable object detection.