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Old 07-11-2009, 06:23 PM   #1 (permalink)
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hi guys is there anything i can do with the hit reg in bf2 my ping is always 20 but i cant kill much was doing a lot better in 1.41

any ideas guys ?????????
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Old 07-11-2009, 08:45 PM   #2 (permalink)
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The hit-boxes have been tweaked closer to the enemy so you need to relearn to aim.
Net coding wasnt touched so if you are based in Uk, like me, you are still going to struggle against the Sweeds and the Germans.I loose approximatly 1/3 of all bullets fired to bad hit reg (dust shots),got the videos to prove it .Germans loose about 1/4 Sweeds less.
In 1.41 you could learn where to aim to get the hit-boxes but there is nothing you can do about the lalalala net coding.
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Old 08-11-2009, 05:18 PM   #3 (permalink)
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so what you saying is that you cant change the hit reg so the emptying a full clip from a pkm with no kill has to stay lol bring back 1.41 lol
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Old 08-11-2009, 06:11 PM   #4 (permalink)
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Originally Posted by sordids60 View Post
so what you saying is that you cant change the hit reg so the emptying a full clip from a pkm with no kill has to stay lol bring back 1.41 lol
Short burst with a PKM or you will definitely miss.
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Old 19-11-2009, 06:00 PM   #5 (permalink)
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Quote:
Originally Posted by dunc28021969 View Post
Net coding wasnt touched so if you are based in Uk, like me, you are still going to struggle against the Sweeds and the Germans.I loose approximatly 1/3 of all bullets fired to bad hit reg (dust shots),got the videos to prove it .Germans loose about 1/4 Sweeds less.
In 1.41 you could learn where to aim to get the hit-boxes but there is nothing you can do about the net coding.
hi guys can anyone explain more to this quote i posted this in our forum now they want to know more lol
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Old 20-11-2009, 12:23 AM   #6 (permalink)
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Net code is the code that bf uses for communication between servers and clients.
Server and clients handle the information they get from each other, both compensate the latency between all the players, one is build on prediction and one is build on realtime information, that is called the net code.
Why not always real time information usage? The problem is that we players use different connections, one has a latency of 10ms and an other has a latency of 120 ms.
You can imagine that the information from the guy with a latency comes to late to the server and to the other guy with latency of 10 ms, server and clients compensate that by prediction, on the client with 5 ms latency the client guesses where the other is and sends this information to the server, the server calculates if the prediction is right and if its not right you see dust.
This works in both ways and latency is just one part of hitreg, the other part is the connection, bf2 streams in UDP packets not TCP IP, TCP IP is to slow for on line gaming.
The problem with UDP stream is there are no control packets. the UDP packets send from and to the server can be corrupted, that information gets lost.
Germany has a solid dsl network with allot of over capacity, almost all udp packets reach the bf2 clients an server, that's why their hitreg is better then I have.
In Sweden the hole network is based on fibre, they have also a lot of over capacity and decent routers, the upstream from the clients is important.
I'm not aware what kind of connection type you have, mine is adsl and it goes over 2 km of coper wire, that's to long and I have hit reg problems in the evening when there are a lot of people online.
Fibre is not common in my country but cable is also good, 8ms latency and a upstream of 4 Mb/s.

I hope its much clearer for you what the other poster meant with hitreg and netcode.
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Old 20-11-2009, 01:52 AM   #7 (permalink)
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thanks m8 much appreciated

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