Hello everyone. We have indeed heard your concerns for hit detection within the game and we want to address it.
We already knew we had improvements that could be made, but after further investigation, we can share that the problem you experience is based off multiple issues that we will be working on. Some of them can be addressed with quick fixes, while others require development time.
BUGS ON REPLICATION AND KILLCAM Lets start by talking about quick fixes. We have a few bugs that we managed to get out of the way and that will be fixed for our next title update in mid-December: - Fixed: Pawn rotation latency: the difference between a players action, the servers perception and another player seeing said action had an extra delay due to a bug. This had even more impact on shield wielding Operators since sometimes players using those would think they were protected while they were not because of the additional delay caused by the pawn rotation bug. - Fixed: Shield positioning while rappelling: certain shield angles were not being replicated properly, this caused the shield wielding player to be overprotected in certain cases. This caused hit detection issues for the player shooting at the shield wielding player. - Fixed: Shooting and moving while rappelling: when moving and shooting while in rappel, the hits were sometimes not registered properly by the server. - Improved: Kill cam replication issues: the kill cam was not displaying an accurate representation of hit positions. The point of view seen after death was not the exact point of view of the killer. Moreover, we have instances in which the kill cam shows body parts sticking through walls while they actually werent being seen from the killers perspective. This has been improved for the next title update, but we still need additional work on this. It is still considered under development. SERVER TICK RATE We are currently investigating having a higher tick rate, which would improve positioning and shooting replication. The current servers run at a tick rate of 64, but the position of players is updated 30 times per second. We have plans to address this very soon and are currently running tests in which we have a position update rate of 60. If the results are satisfying, we will be deploying this in a future update as soon as possible.
CONNECTION TO WRONG DATA CENTER Another issue we will be working on is that right now, some players connect to the wrong data centers. If you are not connected to the nearest data center, your gameplay experience will likely not be ideal. We believe that the best solution for this will be to allow the players to select their data centers and that is what we will be working on.
GENERAL ISSUES WE ARE AWARE OF Although we do have a high ping kick in place, one thing to note is that there are some edge cases in which some players have high ping due to poor internet connection spikes. This affects replication quality for the other players within that persons match.
We hope that this addresses your concerns and we will make sure to keep you updated as we keep monitoring and improving on this and progress within our plans.