I've had the same problem for atleast 7 months. I even made a post about it. They said they are gonna probably fix it in V8..
Here's some of my clips. I've got alot more on my replays but not in the mood to upload every single one of them.
I've had the same problem for atleast 7 months. I even made a post about it. They said they are gonna probably fix it in V8..
Here's some of my clips. I've got alot more on my replays but not in the mood to upload every single one of them.
yas6en (09-04-2017)
First replay: shots are clearly enough to kill him. After first 2 shots he should've been red and next close shot should've killed him. Both PBs are with Limit Breaker (first and 3rd shot)
Second replay is a showcase of how much damage my shots did. You can clearly see full PBs (after his groundslash watch my hits) and his HP barely moved. Ofc the shots i did weren't enough to kill him but they were enough to make him red or close to death but ends up being LB-low AP.
If you think this is ok then dunno man, you need to hit your head to wall or smth cuz that's definitely not fine
Last edited by Sunfire; 09-03-2017 at 05:19 PM.
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Not commenting to be a **** because I don't know how accurate my assumption is, but you can see in the video that sometimes you have very few pellets landing on the opponent, and that the shots where you do have a significant amount of pellets landing, do some damage.
Even that second PB where he was slashing, your crosshair did go slightly off to the left side of his body, and it looked like the spread unfortunately didn't work out for you.
As for the first guy, he doesn't have bullet markers enabled so we can't really even see how many pellets are landing.
Basically...
I think the RNG spread for shotguns is being confounded for bad hit detection sometimes. I'm not arguing that the anti-lead doesn't need work, but it's impossible to be sure which is the case in these videos. My argument in regards to this is my (somewhat) extensive use of revolvers. I have NEVER had a revolver register a hit-sound and had it do no damage. That is because each bullet of the revolver does X amount of damage and when a hit registers it's doing the full potential of at least one of the 2 bullets. Similarly, with a shotgun if just one of the many pellets lands, you will still get a hit-sound. I have rounds where I use shotguns and I will get all-hit rounds (all 12 hits register with the sound), but the opponent will have a significant amount of health left. I have noticed though that the random spread is sometimes to blame for this, or just my aim being slightly off to the side and having not enough pellets register on shots that are up closer.
The obvious fix to this (IMHO) would be to remove the RNG spread from shotguns, for a static circular bullet spread, and potentially reducing the damage of shotguns to compensate for the more consistent damage. It would definitely remove a lot of the luck-based aspects like where sometimes someone "PBs" you from across the map, because of lucky spread for that specific shot. Or shots where your aim is perfect but the spread works out in a weird pattern that makes you do shit damage.
Just wanna throw out there pellet spread is client based therefore if you viewed a recording > to me viewing a recording the spread could appear differently. Basically meaning when he recorded that moment with F11 and re-recorded over it the spread could have been different at that specific moment in time, that why pellet spread can't really be used to determine if shots are actually PB's or not.
Last edited by Zeus; 09-03-2017 at 08:00 PM.
I get what you mean, here I took this aswell...
Yes you see the pellet spread not hit me. His replay may appear differently due to ping difference however the 'Hit' indicator/sound are both there but I recieved 0 damage, so for me there's an issue somewhere because if on his end the spread does hit me and had both the indicators to say he had hit, but yet I took 0 damage I could be accused for hacking.
Last edited by Zeus; 09-03-2017 at 08:23 PM.
I'm not an expert when it comes to replays, but like that guy said spread is randomly generated in replays. Also that looked like really weird timing matching the tumble when you shot, it might be an invincibility frame or something. Furthermore, aside from bad net resulting in packet loss, I don't see any way for it to fail in technical terms. Like I stated, when I used revolvers for months, I have NEVER gotten a false-positive shot. If the anti-lead was really broken surely one of my "hits" wouldn't have registered.
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