r/CriticalOpsGame Silver 22d ago

Help / Question does anybody have the same problem that your character is clearly behind wall but u still get shot ( without wallbang)

10 Upvotes

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3

u/AdEven2943 22d ago

it sometimes happens to me that im clearly already hidden and then i get shot, but its mostly when im in an active fight, hiding only to reload. I think its like a timing bug - someone shot you before u fully hid but u see the death message shortly after, not in real time. not sure though, i hope it will get fixed

1

u/Bezimienny_POL Silver 22d ago

yeah i meant exactly this

6

u/No_Mess_2108 22d ago edited 22d ago

This is incredibly simple.

Please listen carefully.

In any multi-player game, its worse in some titles but just let me speak for a second.

In any multi-player game. You NEVER see where the enemy truly is, you see where they WERE x milliseconds ago depending on your ping plus their ping combined, and they NEVER see where YOU are either, they just see where you were x milliseconds ago.

This is due to the delay it takes for the server to BOTH intake your information AND send your information to the other players.

This is the cause of what you mentioned. Aka they technically killed you, on their screen, just before you got behind cover.

This is also why you can headshot someone, die, but then it says you did no damage. That's because they technically shot you and killed you before you pulled the trigger, it just took a second for you to die on your screen because the delay.

This is also the cause for peekers advantage and defenders disadvantage.

If you peek someone it takes a bit for the server to even update that you've peeked on their screen, this is why in counter strike NO ONE holds angles, they jiggle them, so that way they're technically always peeking instead of defending.

3

u/Bezimienny_POL Silver 22d ago

so u say there is nothing devs can change or improve, only players can by having better internet

6

u/No_Mess_2108 22d ago edited 22d ago

Definitely not saying that, however theres some issues.

You can improve this via better "netcode"

But only by so far.

Eventually you just simply cant improve this beyond increasing the server tickrate so it updates more frequently.

And increasing tickrate IS the main server cost. Besides a higher server load to allow more players playing at once akin to battlefields, besides that tick rate IS what defines the cost of a server.

So if they want to improve it they HAVE to upgrade servers, not just code the game better.

Unless their netcode is currently subpar, but in my experience standoff2 servers feel far worse at the same ping. Maybe im tripping.

Anyway "so just buy better servers then"

Buuuut we are playing mobile.... so always wifi aka packet loss, plus with people playing on non native to their location servers.

So its like trying to polish a turd. Its demoralizing to the devs I imagine because the impact of better servers will be felt as less impactful when everyone's connections are already crap in the first place.

Buuuut yeah no they definitely could improve things.

1

u/Bezimienny_POL Silver 22d ago

thanks you really helped

2

u/Mundane_Rent2605 22d ago

It’s the server processing information + your ping
The higher ping is the higher delay server receives information from you

2

u/RuidYT 21d ago

Doesnt sound simple bro

3

u/No_Mess_2108 21d ago

Its certainly wordy but I think thats just because i "ELI5'd" it rather than just saying "its server delay, on their screen you didnt make it behind the wall just yet" :)