Simultaneous kills?

how many times has it occured to people that when you shoot the enemy and he kills you first, your bullet stops dead in it’s tracks and doesn’t kill the enemy? well it happened too many times for me.

i think that this should be changed/fixed as it’s annoying knowing that you’ve shot the enemy but the bullet simply deceided to stop in mid air, refusing to kill the enemy.

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Seems like a common “problem” throughout gaming history, not an expert, but your shot has probably in those cases not been registered on server or something.

i dont know man, i know damn well that right before i die the animation and sound gets cut off half way because ive been killed, and then the enemy simply doesnt get killed

I think it does exist, I traded a Panther with a T-34/85 in Berlin the other day. I think the issue here is server desync, RNG and shitty map design, where poorly constructed terrain boxes block shots.
More often than not, particularly on Berlin, which has a lot of building clutter, hedgehogs and brick piles with very bad entity boxes, which block the shot from your end. That stupid armour indicator is partially useful to determine clearance of LOS, if it skewes off your POI, it means that some shitty bit of terrain in interfering with your shell. Particularly annoying for firing tank HE, which tends to be wholly blocked by the model.

but the thing is, typically when the simultaneous shot isn’t registered for me is when i’m standing up being point blank with the enemy, and he happens to shoot me first, there was no any rubble or anything like that, that interfered with my shot

that’s just latency or server desync

so it seems like DF should work on making servers perfectly synced? i dont know.

it still makes me think that its purposly made like that because the gun sound and animation cuts off as soon as im dead

No I think, if you’re lagging or the server is desynced from your client, you think you’re shooting at the same time, but you’re not - according to the server. So that’s why when the packets you’re receiving catch up with your client, you end up with insta death as the game rewinds you a few milisec.

Gaijin isn’t going to do anything about it because its not their issue, the network latency is via your ISP and your distance from your exchange.

my latency is low, i rarely lag, it cannot be down to me

they probably got the bullet and the player related in the progam, like when the player dies, the bullet also “dies”.
this could be soved by making both as separate entities, so once the bullet is fired, it will remain no matter if the player is alive or not

yeah if only, im tired of knowing ive shot the enemy, but he didnt get shot