why people get insane headshots in TF2?

Kromis

Diamond Member
Mar 2, 2006
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Originally posted by: musicetime101
Wonder how people get insane headshots in TF2?
Here's how

You mean pretty much the same way anybody gets a headshot in any game that uses the Source engine (i.e. DODS and CSS)
 

Zenoth

Diamond Member
Jan 29, 2005
5,202
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Originally posted by: Kromis
Originally posted by: musicetime101
Wonder how people get insane headshots in TF2?
Here's how

You mean pretty much the same way anybody gets a headshot in any game that uses the Source engine (i.e. DODS and CSS)

That would probably explain why I had a similar problem in Dark Messiah... dammit Valve fix your engine.
 

TridenT

Lifer
Sep 4, 2006
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Lol. I've known about this for a while. It's a very bad bug. I can never get a kill because I am EXACTLY where the model is. I'll consistently shoot at a other sniper and shoot them right in the head and the bloodstain will appear but then they kill me at the same time. -_- I see my dead screen with them at full HP even though I had 100% HS in them. And yes, the blood stain will be right on the front of their face. It's REALLY AGGRAVATING. Especially in a very intensive sniper battle.
 

Born2bwire

Diamond Member
Oct 28, 2005
9,840
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Originally posted by: musicetime101
Wonder how people get insane headshots in TF2?
Here's how

So... the point of the video is to show that the hitbox works like it should if you don't dick around with your settings?
 

TridenT

Lifer
Sep 4, 2006
16,800
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Originally posted by: Born2bwire
Originally posted by: musicetime101
Wonder how people get insane headshots in TF2?
Here's how

So... the point of the video is to show that the hitbox works like it should if you don't dick around with your settings?

No it shows that on stock settings it does this. Unless the server changes this it will be like this and I encounter it OFTEN :(
 

Nebor

Lifer
Jun 24, 2003
29,582
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Originally posted by: TridenTBoy3555
Originally posted by: Born2bwire
Originally posted by: musicetime101
Wonder how people get insane headshots in TF2?
Here's how

So... the point of the video is to show that the hitbox works like it should if you don't dick around with your settings?

No it shows that on stock settings it does this. Unless the server changes this it will be like this and I encounter it OFTEN :(

Seems fine to me. That's how hitboxes are supposed to work. This isn't Valve's first rodeo.
 

imaheadcase

Diamond Member
May 9, 2005
3,850
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They explained LONG ago it is because it follows a persons natural aiming when playing with a mouse. Yet someone manages to post a video every now and then thinking its wrong.
 

KeithTalent

Elite Member | Administrator | No Lifer
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Nov 30, 2005
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Looks like it's working as it's supposed to, unless I'm missing something.

Shoot where you expect your target to be; it seems perfectly logical to me. I expected the video to show the hitbox 2 feet left or right when the guy was standing still or something.

KT
 

HOOfan 1

Platinum Member
Sep 2, 2007
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Originally posted by: KeithTalent
Looks like it's working as it's supposed to, unless I'm missing something.

Shoot where you expect your target to be; it seems perfectly logical to me. I expected the video to show the hitbox 2 feet left or right when the guy was standing still or something.

KT

This might even be a little different from that. In a game like Quake, with the rail gun you lead a target and pull the trigger (click the mouse button), but you only lead them enough to the point where the target's character model will actually be directly in your line of fire.

However, this seems to be more likely taking into account bullet travel time.

People forget that bullets are not physical objects in games. When you pull the trigger in a game the effect is immediate. In the real world it takes a fraction of a second for the bullet to reach its target. Valve is just trying to fix this problem by instead moving the hitbox out in front of the target and increasing its distance based on speed. This instead of making bullets physical objects (which would probably require too much physics processing).

Say your target is 100 Yards away (300 Feet) and the bullet leaves the gun at 3000 Feet per second. If you take away reduction in velocity due to drag (which also would take alot of calculations) then the bullet will arrive at the target in 1/10th of a second. Say the target is moving at 20 Feet per second then in that 1/10th of a second it takes the bullet to travel to the target then the target has moved 2 feet from the time the bullet was fired. Thus you should ideally pull the trigger while aiming 2 feet in front of your target, but due to the fact that your reaction time won't be that fast, you should lead a little farther out.

Now all Valve needs to do is take into accound bullet drop due to gravity....and reduction in velocity due to drag and bullet drift due to wind and thermal factors.....time to put that physics accelerator to work.


edit: Of course the entire pthing about the hitbox traveling in front of the target doesn't take into account distance ...as show by the fact that you also have to stab in front of your target......so in the end, it would be more realistic to just make the bullet a physical object in the game.
 

imported_Imp

Diamond Member
Dec 20, 2005
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Well, that explains why I never score any hits with the heavy while clearly spraying the animation.

Also explains how I clearly miss people sniping but get a headshot. I'll keep this in mind and remember to lead.
 

Grunt76

Member
Feb 28, 2008
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I don't think VALVE did this to make the game more realistic.

I think this is due to the architecture of the game: you are aiming at a "guy" on your screen, whose position is ESTIMATED by his previous position and direction the LAST TIME these data were updated on your local machine. Now the actual HIT happens on the server, not on your computer. So you have the target guy moving around, and his position and vector are updated at varying points in time on the server, who then updates your local machine. What you see on your screen is NOT the actual position of the guy at this moment. It is an ESTIMATE. So you are taking aim at an estimate of the guy's position and if you hit that estimate, the guy is dead. Was he ACTUALLY there? Maybe, maybe not. That's irrelevant.

In short, the hitbox hopes to compensate for lag.
 

soybeast

Senior member
Apr 26, 2006
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I don't really play valve fps games, but I hope this isn't like 56k era style leading where you have to lead so much to compensate for a shitty 200 ping. That would be dumb.
 

Daverino

Platinum Member
Mar 15, 2007
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Shocker, you have to lead your targets. . . This is oooolllldddd and has been part of the game since forever. I don't know why people think this is something new or even a bug.

PS: People get insane headshots because they're really really good at FPS and probably you aren't. Trust me, I know, because I'm not very good at them either.
 
Dec 27, 2001
11,272
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Originally posted by: Grunt76
I don't think VALVE did this to make the game more realistic.

I think this is due to the architecture of the game: you are aiming at a "guy" on your screen, whose position is ESTIMATED by his previous position and direction the LAST TIME these data were updated on your local machine. Now the actual HIT happens on the server, not on your computer. So you have the target guy moving around, and his position and vector are updated at varying points in time on the server, who then updates your local machine. What you see on your screen is NOT the actual position of the guy at this moment. It is an ESTIMATE. So you are taking aim at an estimate of the guy's position and if you hit that estimate, the guy is dead. Was he ACTUALLY there? Maybe, maybe not. That's irrelevant.

In short, the hitbox hopes to compensate for lag.

That's what I think also.

I just wonder about turning on lag compression. How does it work and what are the consequences?

Personally, I've never had a problem, but I don't snipe very often.
 

udneekgnim

Senior member
Jun 27, 2008
247
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Originally posted by: Daverino
Shocker, you have to lead your targets. . . This is oooolllldddd and has been part of the game since forever. I don't know why people think this is something new or even a bug.

PS: People get insane headshots because they're really really good at FPS and probably you aren't. Trust me, I know, because I'm not very good at them either.

it's probably because the video was done in a 0 ping environment

it's not a bug though. it's just how the developer (Valve) decided to code their game and hit boxes

it definitely helps explain why I get sniper kills sometimes when I thought I was shooting at air

 

LumbergTech

Diamond Member
Sep 15, 2005
3,622
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there are very extensive discussions on this subject on the steam forums...much more in depth than you will probably find here

it is an issue though..but you need to pay attention to the game and figure out how it works instead of trying to play based on some pre-conceived notion..this is how you will get better at the game
 
Dec 27, 2001
11,272
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After reading about it, lag compensation is on by default, which makes the hit box issue moot.

However, I have experienced the one drawback to lag compensation which is turning a corner and still getting shot. Happens when a very high ping player shoots a very low ping player.
 

Born2bwire

Diamond Member
Oct 28, 2005
9,840
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Originally posted by: TridenTBoy3555
Originally posted by: Born2bwire
Originally posted by: musicetime101
Wonder how people get insane headshots in TF2?
Here's how

So... the point of the video is to show that the hitbox works like it should if you don't dick around with your settings?

No it shows that on stock settings it does this. Unless the server changes this it will be like this and I encounter it OFTEN :(

As I have confirmed and HOP has stated as well, lag compensation is on by default. So I don't see how this explains wonky behavior since the video seems to show that it does a pretty good job.
 

450R

Senior member
Feb 22, 2005
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You can try to justify it all you want. There's no reason why I should be scoring headshots on other players that have already run behind cover. There's no reason why I should be scoring headshots on other players when my reticule isn't on their body, much less their head. There's no reason why a Heavy can still hit you through walls after you've turned a corner, or why a Pyro can't hit you when you run directly through their flame. You know something is wrong when you think the kills YOU are scoring are bogus.
 

videogames101

Diamond Member
Aug 24, 2005
6,783
27
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Um, I hit scouts on the model all the tie even at full speed, maybe you guys just can't play tf2.

(also, they just put a piece of tape on the screen to no scope)
 

TridenT

Lifer
Sep 4, 2006
16,800
45
91
Originally posted by: 450R
You can try to justify it all you want. There's no reason why I should be scoring headshots on other players that have already run behind cover. There's no reason why I should be scoring headshots on other players when my reticule isn't on their body, much less their head. There's no reason why a Heavy can still hit you through walls after you've turned a corner, or why a Pyro can't hit you when you run directly through their flame. You know something is wrong when you think the kills YOU are scoring are bogus.

I agree.

I sometimes wonder why if I aim in front of a Scout running across the barracks in 2Fort and shoot at air, they'll die.. I was like.. wait, is that lag or what? And I always die when I am behind cover.. You'll even see my body behind the cover and I'll be dead. >_< It's so stupid.