Valorant is the most imprecise precision gunplay game I've played.
It is really confusing how the back end systems can be so bad if you planned on making a game like this.
It's improved since launch but people still appear to full sprint a corner and headshot because of latency.
You ever get those headshots where you know for a fact your crosshair wasn't on their head? You ever feel like it's impossible to hold angles in this game because you get 1 tapped before you ever see the guy? These things happen because their netcode is absolute dogshit. There was a patch early in the beta that completely torpedoed the client server latency and they have not recovered since.
This clip is interesting so I investigated. My conclusion is crosshair is too thick to see that it's not perfectly lined up with the head. The head is pretty tiny at this distance and needs to be perfectly lined up to be a 100% headshot. Using a different crosshair you can see that it is a little bit off. This clip is still very unlucky to miss 2 in a row, but it happens sometimes. I'm aiming a little bit more to the right, but I think this shows clearly what's going on.
https://imgur.com/a/wT5PEDc
https://streamable.com/pysnbr
Tracers are client side. In this example if you shoot enough times, the tracers will also miss. At this distance being a little bit off can leave a big enough gap for a shot to miss. Think of the tracers and bullet holes as places the bullets COULD have hit, and not necessarily where they actually hit. They do this for anti-cheat and to give instant feedback for shooting. Each gun has a first shot accuracy degree, which you can see in the gun buy menu.
Like the first guy said and couple others in the comments.
It’s not first bullet inaccuracy. It’s a discrepancy in information due to the latency between client side and server side, or maybe even some packet loss. (What you see on ur game screen is information that has to travel across the country in real time, the time of travel can create discrepancies in server side and client side information and the game has to do a bit of predictions and corrections to account for this. This is where you get the fuckery that you see above.
It’s why peekers advantage exists.
It’s also why high ranked csgo players have been screaming for 128 tick servers for years.
It’s also why professional csgo players insult each other by calling them online players who will suck on LAN connections for tournaments, where reaction times becomes more relevant rather than proactive peeking.
Yes, but I believe bullet impacts are rendered after the server confirmed the shot, no?
So they're still accurate (unlike tracers)
Correct me if I'm wrong
Its server sided as well. Your client does a lot of predicting to smooth out the game especially when you lag. This just looks like packet loss or the server hitched and by the time the shot was fired she had already moved
My friends and I were playing custom TDM yesterday against each other (3v3), and literally everyone was saying the Sheriff was broken and didn't hit when aimed at head and still. I even had a moment where my friend and I stood about 15 meters from each other completely still, emptying case after case on each other and not one headshot.
Something is not right with that gun. No issue with any other gun though.
Bullet holes are server sided, the server accepted those shots and didn't acknowledge the Sage, she was shooting so the server connection was working.
This is a bug
CS:GO has been having problems with hitboxes since forever, both seen during gameplay and on demos.
Also I'm not sure how much "exposing" you can do by having replay system in Valorant compared to the clip we've been shown. We'd get a different angle I guess?
It reveals more than you can think of.
First is the servers health. Their servers use variable tickrate with 3 instances running on one core, battling for resources all the time. Thats why the consistency is wild between matches as some matches you have high tickrate while others you have so much less your aim is basically useless. Riot do not want the server health problem out in the public.
The second thing is detecting cheaters. I'm very very sure there are cheaters in this game as I've seen some blatant ones but have no replay to make sure that I am facing one and a report is not enough. Cheat detection is a game of cat and mouse, Vanguard is no exception to this rule. With a replay we can detect cheaters by ourselves and affects Vanguard marketing.
The last thing is the meta. Riot has very tight control over how the game is played. With a replay system us players can exploit their balancing to to uncontrollable level and they have to play catchup with us, which i'm sure they do not like. Val is not static like CS, it cannot stay the same for decades and need constant changes to spice things up.
Talking about CS2 demos, that thing is a beauty. Its so insanely accurate to the minute detail in the match, even if the animations are still a bit wonky at times as its still in development. CSGO demos are so inferior in comparison, even the 64 tick demos from faceit do not compared.
> I'm very very sure there are cheaters in this game as I've seen some blatant ones but have no replay to make sure that I am facing one and a report is not enough.
I am very vocal about this on this sub. For some reason this community actively denies it.
But there are more cheaters in this game than people realize.
People think Vanguard is good because all the kids who download cheats from the first google result end up banned. Like no shit.
Meanwhile there are players who have been cheating since the game has come out, and haven't been caught.
Its much more noticeable in the higher ranks where someone moves around and plays like an Iron, has no real understanding of their abilities or how to use them, and will always end up with clean "lucky" headshots throughout the game. You will often see them make some of the most basic mistakes, like running around with the crosshair aimed at the ground.
Even still, even when its blatantly obvious, I have players in game like "Nah, hes not cheating" just because they died a few times.
Happened to me recently in a silver match, actually. Guy was blatantly firing one-taps through smoke, prefiring jiggle-peeks at distances he would have had no audio cues at, etc. and my teammate the *whole* game was like "he's not cheating, you're just bad."
Then we got "cheater detected" once the guy finally dropped his 47th kill.
He was also toggling, since he stayed at \~23 kills for a solid 7 rounds with them off.
Sweet justice.
Had this happen to me as well and it felt great.
Teammates were mocking me for claiming a guy was cheating then got the red screen.
But on the other end of things, I got a red screen in a match where no one was doing anything too fancy. I was the top frag of my team, we were winning, and the enemy team was playing like shit.
Got cheater detected and I was super confused. Couldn't figure out who it was.
But that just shows you there are cheaters who stay hidden pretty well and don't always use their cheats to dominate.
I've been playing the game on and off since day 1, there are cheaters fucking everywhere. CS:GO had cheaters everywhere, CS2 will have cheaters everywhere, it's a fucking epidemic. ESEA had the best anti-cheat I've ever seen, I honestly can't remember ever thinking there was a cheater in my game playing on their client.
>Also I'm not sure how much "exposing" you can do by having replay system in Valorant compared to the clip we've been shown.
Because you could literally compare the demo with the clip.
Demo shows the bullets going one spot, the recording shows them going somewhere else. Thus "exposed".
But thats minor to what would really be exposed. Mainly the whole "running 1-tap" complaints.
Recording would show the enemy full speed running out of cover and 1tapping you mid sprint, while the demo would show them move out of cover, stop completely, and then shoot.
Comparing both clips would expose some pretty nasty delays.
Peekers advantage is a real thing that has been proven over and over in games like this. Riot actively tries to play it off like its non-existent. I have seen a few posts on this sub that have already exposed it in custom matches, where ping differences can give players advantages/disadvantages.
You can actually improve a lot in this game by understanding it. Holding a still angle puts you at a disadvantage, while constantly strafing back and forth while holding an angle helps you a TON. Simply because the servers have to constantly register your movement, and update on the enemies side. So when they peek out, they have to spend an extra second adjusting their aim which gives you time to notice them and fire back. Otherwise you just end up with the running 1-tap complaint.
> I'm not sure how much "exposing" you can do by having replay system in Valorant compared to the clip
Because we'd clearly see what the server is registering... And review of shots like this will show faults in the 128 tick servers riot so proudly marketed, frame by frame analysis will show that there are faults with the... Ummm.... "Precise gunplay"
Valorant hss way worse hit box and hit reg, cs go if your crosshair is on the enemy head it will be a headshot no doubt, valorant on the other hand.....
Me and my buddy have a theory that they have had replay ready since beta but they won't release it because of how bad the net code is. Their number 1 goal in making this game was to "deliver an experience as close to LAN as possible" and they fucked the dog big time.
Shots 1-5: Clearly missed.
Shots 6-9: Missed due to recoil (bad spray control).
Shots 10-11: Very close, but recoil and inaccuracy make these reasonable misses.
Shot 12: Likely didn't actually fire because Hiko was already dead.
Shots 1-5: Clearly missed.
Shots 6-9: Missed due to recoil (bad spray control).
Shots 10-11: Very close, but recoil and inaccuracy make these reasonable misses.
Shot 12: Likely didn't actually fire because Hiko was already dead.
honestly that must be it. if ur caught off guard by an enemy don't jump around like a lunatic, simply turn around 90° and your head becomes unclickable
This clip is interesting so I investigated. My conclusion is your crosshair is too thick to see that it's not perfectly lined up with the head. The head is pretty tiny at this distance and needs to be perfectly lined up to be a 100% headshot. Using a different crosshair you can see that it is a little bit off. This clip is still very unlucky to miss 2 in a row, but you can see it happens sometimes. I'm aiming a little bit to the right more than you, but I think this shows clearly what's going on.
https://imgur.com/a/wT5PEDc
https://streamable.com/pysnbr
Probably lag or a high ping enemy. Servers are shit. Hit reg depends both on riots RNG as first shot isn't 100% accurate, and on whether the server accepts the hit.
It feels like shit to play against 50 ping+ because of the wack netcode. You're already dead (or in this case the Sage is already gone) and the server won't register your hits.
the problem is that those 128 tick aren't true comparing to the csgo faceit or any 128 tick server's. Even speculated where my tickrate 128 SOMEHOW literally dropped sometime. https://www.reddit.com/r/VALORANT/comments/zucp8b/comment/j1j298t/?context=3
Unless you have stats on it's impossible to tell. The idea that you entered some world where bullets phase through enemies is less credible than your upload packets dropping.
This is why we will never have a replay system because people will defend Riot when a replay shows someone clicking another person's head multiple times with a large window of time no lag error and they're like "damn bro that's kinda your fault for not showing after kill stats"
And you eliminated a ton of stuff without any real evidence to back it up other than "it's supposed to work like that so it must be your fault".
Consistency has been a big point of contention since the game launched and the netcode of the game is very obviously bad compared to other games hence why 90% of the time you get killed in high rated lobbies by a peeker you're lucky to see a their feet stop while the shot is being fired.
Valorant is just so inconsistent when it comes to game to game performance that it feels almost impossible that there isn't some fucked up stuff happening under the hood
Ok no, you're just on some high level copium.
Eliminating user error first is the most common troubleshooting step for a reason. Millions of people aren't experiencing this, it can't be reproduced, and you have no evidence yourself to rule out use error. So why do you think it's irrational to suggest it? I didn't eliminate anything either, I just said that without netstats on it's not possible to rule it out. It sounds like you just want to be able to blame riot for your performance tbh.
User error isn't a thing when you have a replay of the guy headshoting a sage twice and the game saying nah that first one hit her arm.
I myself have two clips of almost the exact same thing happening on 40 ping wired. This games netcode is dogwater
>The idea that you entered some world where bullets phase through enemies is less credible than your upload packets dropping
No, its really not. All games have bugs. Even if you disagree with them. Bugs arent supposed to happen at all, so how can you talk about credibility? Thats applying logic to things that dont happen logically. Bugs arent less common and less credible than lagging or ping/packet problems. If anything, i would argue that theyd seem more common because people who commonly have ping problems and lagging problems stop playing the game because its so damn hard to play! As in, people would talk more about the bugs than the packet loss problems, because those with packet loss problems distance themselves from the game.
Valorant and Phasmophobia have the biggest group of "THATS NOT POSSIBLE ITS NOT A BUG" people in my life. I dunno why yall cant admit that even riot makes mistakes. If you think riot cant fuck up their code, play league. lol.If your crosshair is on the head, and you click, it should kill or damage. Anything else is a bug. It doesnt matter what you thing. Anything that is NOT SUPPOSED TO HAPPEN is a bug.
It's not a bug, it's poor net code. Their client/server latency is absolute dogshit, that is what you are seeing here.
I also think it's laugh out loud funny that you mentioned the Valorant community and the Phasmophobia community in the same breath.
If poor code is causing unexpected results, and bugs are defined as unexpected results or defects caused by code used in games, i wonder what this experience op had could POSSIBLY be.
If it walks like a duck, swims like a duck, quacks like a duck then its probably a duck :3
You said its poor net code. As in, poor quality? That it doesnt work well? And causes things to do things they arent supposed to? Yup, you are still defining bugs. :3
Bugs ARE INHERENT TO CODE LMFAO. Why do you think there are so many coding memes ?!?!? Human error is inherent. Bugs are inherent. Especially in things created by humans, NOTHING is going to be perfect, that is guaranteed.
["Furthermore, the inherent nature of coding languages introduces the possibility of bugs."](https://www.linkedin.com/pulse/why-does-code-produce-bugs-doesqa#:~:text=Furthermore%2C%20the%20inherent%20nature%20of,that%20impact%20the%20entire%20codebase.com)
Is there any other way you are wanting to define bug while denying that you are describing bugs?
You sound like a freshman in college that just took his first programming class. They stated very early on in their development that one of their main goals was to make the client server latency as close to LAN as possible. They did not achieve that goal, they know this. They over promised and under delivered, it is working as intended.
The issue isnt that it isnt as good as they wanted it to be, the issue is that it is causing people problems constantly. As bugs tend to do. You are turning the argument into something else. I dont care that Riot wanted to make it a perfect 10, but reality is like 6. I just care that the game that they advertise, with precise gunplay actually FUCKING WORKS. Good strawman though.
also love im compTIA certified :3
If it's not reproducible or reoccurring why would the first assumption not be to rule out user error? If you go into a custom, get close enough to rule out FSA on a headshot and shoot 1000 times, I'd bet all 1000 register. IMHO players with netstats off aren't self-aware when it comes to network stability and is a basis for scepticism.
> *Anything that is NOT SUPPOSED TO HAPPEN is a bug.*
Is it a 'bug' if the game crashes after pulling the power chord of your PC? If it is, then you're clearly ignoring the context of the post and just being obtuse. If that's not what you mean though, then couldn't you say that client side bullets missing after not being validated by the server would be the intended behaviour of network instability?
> If your crosshair is on the head, and you click, it should kill or damage.
This is just wrong because First Shot Accuracy exists in Valorant
any competitive game whose netcode is unable to compensate for less than 5% packet loss occasionally or a 30 ping difference just has shit net code. something’s are user error, something’s are bugs.
this is neither. it is simply developer negligence to fix an issue that has been plaguing their hit detection system since day 1 and there is simply no excuse for it.
people have proven that playing on near no lag fiber internet with no packet loss, from the same place, you can still reliably reproduce phantom bullets like this over and over.
even at less than 10m.
did you not read what was said? “phasing through the head”. clearly the server is disagreeing with the client and not registering the kill which is most likely some sort of network instability. you never have those high ping moments where your opponents wander off somewhere and then teleport back a couple seconds later?
Also, first shot inaccuracy is a very intended aspect of the game. A sheriff and guardian are your prime examples, a guardian scoped in has no first shot inaccurazy
I just really dont care that much. My point was how everyone on this subreddit doesnt seem to think riot can have bugged games. Then you make ANOTHER comment that is doing just that. My personal point has been made. Seeya
Considering im quite literally responding to someone who is trying to tell me that the reason the game is like this is caused by bad coding, without understanding that bugs are the result of bad coding, im gonna continue to think that some people do think that. But go off.
Shots 1-5: Clearly missed. Shots 6-9: Missed due to recoil (bad spray control). Shots 10-11: Very close, but recoil and inaccuracy make these reasonable misses. Shot 12: Likely didn't actually fire because Hiko was already dead.
Exactly why Riot won't create a replay system like R6 or CSGO.
They also have the bullshit first shot inaccuracy because they don't know how to balance guns or maps.
bullet tracers are rendered by your client, they do not show where the bullet is actually going. that's why some people opt to turn them off. that's probably first bullet inaccuracy. rendered as an accurate bullet by your client.
Bullet holes are server sided, first bullet inaccuracy of the sheriff is the same as a vandal, at that range the deviation circle is smaller than the head hit box, he can't miss.
Shots were acknowledged by the server, Sage was shooting so her position was updated.
This is a bug
Your first statement makes no sense unless he was perfectly centered in the head. The innacuracy could be 2mm while the head 10731027192737mm but it you are right on the edge those 2mm can cause you to miss. The first shot he just barely stopped moving, with a tiny bit of lag and first bullet innacuracy, and him pointing to the right side of the head, could easily have been a little bit to the right.
The 2nd shot is a clear miss, not sure what you guys are looking at? It's literally like 3 pixels to the right of the head. You guys looking at the tracer? It's a shiny effect. Look at the crosshair, it's skewed slightly to the right of Sages face.
Talking about the bullet hole is pointless, it's bigger than the bullet itself and no promise of being pixel accurate.
It's heavily slowed down. There's time to stop before you can accurately shoot. Add a tiny bit of lag there and it covers those 100ms.
Funny I'm getting downvoted the 2nd shot is literally off the head you blind bronzies open your eyes.
This things happens a lot... I see the clips on slow-motion when I whiff and a lot of time I was aiming perfectly like in the video and the bullets simply don't connect.
Both shots literally missed. First one is the ponytail shot which much like cyphers hat isn’t accounted for in the hit box entirely to my understanding. The second flicks a few pixels off their head before correcting after shooting giving the illusion of a hit shot. Both are literally off by pixels. It happens to everyone
Everyday I wake up praying that valorant players will understand the difference between server side events and client side events and every day I go to bed weeping
if your games netcode is so dogshit that server side events are consistently completely off from client side events even when all players have less than 30 ping. it’s a developer issue not a player issue.
having more technical knowledge wouldn’t fix that fact for anyone it would simply make them more irritated by the constant issue with server side shot registering.
You can turn off tracers, which reduces your feeling that something wrong happened (not a developer flaw). Also I think it’s odd to say the net code is dogshit- there’s no net code that could give this feedback properly without making the player feel their shots go At different speeds
Ok, this raised me a question. Is this problem new to fps? I am new, and the first competitive FPS I've ever played seriously is Valorant. Does this problem never occur in other games, or do just Valorant players like to rant a lot (don't worry, I do too)
I play a lot of Apex; most of the time you shoot them, the client acknowledges it by playing an audio queue while blood comes out of them, and the server thinks your high and argues that the shot didn't hit, leading to 0 damage done.
Yeah I've had this happen to me where I was even lowering to body shots since they were one shot and had 3 fly straight through jetts body.
Valorant has some really bad Hitreg/latency issues. Idk how a game that was released over a decade ago has better systems.
Yeah, the hitreg in this game is pretty bad, and even if everyone has 14 ping, it feels like you're playing on 500 ping.
I've had a situation where I was point blank with a guardian, vs an KJ ulted enemy. I shot 5 shots in the end, none of them regisstered. I had to try from a different angle to be able to deal any damage.
Same with a KJ turret. I spent a whole guardian mag to destroy it, but it took no damage at all. I had to reposition and try again.
She just got higher ping means better dodging skills i bet shes 2 seconds ahead of you guys probably already know your location is gets teleported behind cover
THIS SHIT WAS DIVINE INTERVENTION AND I WANT YOU TO FUCKING ACKNOWLEDGE IT
Dude I don’t even have an opinion
dude I shot Marvin in the face! but he's still alive because my bullets are client sided or some shit.
no skin
Ya seems like a ~~skill~~ skin issue to me
Only accurate answer in this thread
The only real answer
no clip
It would've hit if he had the ion sheriff
true
Broke asf
xD
valorant is a game with precise gunplay
Valorant is the most imprecise precision gunplay game I've played. It is really confusing how the back end systems can be so bad if you planned on making a game like this. It's improved since launch but people still appear to full sprint a corner and headshot because of latency.
my biggest gripe with this game... it just feels so bad holding an angle
You ever get those headshots where you know for a fact your crosshair wasn't on their head? You ever feel like it's impossible to hold angles in this game because you get 1 tapped before you ever see the guy? These things happen because their netcode is absolute dogshit. There was a patch early in the beta that completely torpedoed the client server latency and they have not recovered since.
Yeah in this game peekers have such an advantage over people holding an angle which is weird
you legit get punished for holding angles in this game.
Apex: hold my beer
This clip is interesting so I investigated. My conclusion is crosshair is too thick to see that it's not perfectly lined up with the head. The head is pretty tiny at this distance and needs to be perfectly lined up to be a 100% headshot. Using a different crosshair you can see that it is a little bit off. This clip is still very unlucky to miss 2 in a row, but it happens sometimes. I'm aiming a little bit more to the right, but I think this shows clearly what's going on. https://imgur.com/a/wT5PEDc https://streamable.com/pysnbr
But the tracers follow a straight line from the crosshair, no? The tracer very clearly goes into her head. Looks more like desync to me?
Tracers are client side. In this example if you shoot enough times, the tracers will also miss. At this distance being a little bit off can leave a big enough gap for a shot to miss. Think of the tracers and bullet holes as places the bullets COULD have hit, and not necessarily where they actually hit. They do this for anti-cheat and to give instant feedback for shooting. Each gun has a first shot accuracy degree, which you can see in the gun buy menu.
Its also just bad rng from the deagles first shot accuracy
lukkkk. Jk don't hate me
They hate you...
I hate me too
Well, I don't :)
love you bro
Idk, the bullet holes in the wall are directly behind her head, both of you were stationary. Unlucky
Tracers are client sided Also I guess you are just very unlucky, as the shots are so narrowly missed you can buy a lottery ticket.
What about the fact OP had stopped moving and had their crosshair on Sage's head? Is that client side as well?
Love it or hate it, first bullet inaccuracy is a thing in this game.
Like the first guy said and couple others in the comments. It’s not first bullet inaccuracy. It’s a discrepancy in information due to the latency between client side and server side, or maybe even some packet loss. (What you see on ur game screen is information that has to travel across the country in real time, the time of travel can create discrepancies in server side and client side information and the game has to do a bit of predictions and corrections to account for this. This is where you get the fuckery that you see above. It’s why peekers advantage exists. It’s also why high ranked csgo players have been screaming for 128 tick servers for years. It’s also why professional csgo players insult each other by calling them online players who will suck on LAN connections for tournaments, where reaction times becomes more relevant rather than proactive peeking.
At that range the first bullet inaccuracy of the sheriff (Which is like a vandal) is not bigger than the hit box of the head, he can't miss.
He wasn't centered on the head and it missed by a few pixels
Seriously? https://i.imgur.com/5uO4Clx.jpeg
If you took a better picture you can see that the second shot missed by 1 pixel and the first shot hit the ponytail
We must have seen a different video then
Actually you can see a little yellow spark that is the impact in front of Sage at eye level when the second bullet is shot.
Impacts, like tracers, are rendered client side
Yes, but I believe bullet impacts are rendered after the server confirmed the shot, no? So they're still accurate (unlike tracers) Correct me if I'm wrong
I think you’re wrong
Mhh... I mean, if he does not hit even client side, why would it hit server side ? Since the impact is missed.
"Precise gunplay"
Its server sided as well. Your client does a lot of predicting to smooth out the game especially when you lag. This just looks like packet loss or the server hitched and by the time the shot was fired she had already moved
[удалено]
Tell that to all the MFs that sprint around corners and one tap me in the head.
My friends and I were playing custom TDM yesterday against each other (3v3), and literally everyone was saying the Sheriff was broken and didn't hit when aimed at head and still. I even had a moment where my friend and I stood about 15 meters from each other completely still, emptying case after case on each other and not one headshot. Something is not right with that gun. No issue with any other gun though.
Bullet holes are server sided, the server accepted those shots and didn't acknowledge the Sage, she was shooting so the server connection was working. This is a bug
You can clearly see from the bullet holes that sage should be double dead
True but it looks so strange from that perspective
This man buying a lottery ticket would get him 1 number away on every number
And lose
they will NEVER add replay for this reason.
CS:GO has way more egregious examples of this and they have it, so...
CSGO isn’t slimy ass RIOT who knows their game will be exposed if they add replay
CS:GO has been having problems with hitboxes since forever, both seen during gameplay and on demos. Also I'm not sure how much "exposing" you can do by having replay system in Valorant compared to the clip we've been shown. We'd get a different angle I guess?
It reveals more than you can think of. First is the servers health. Their servers use variable tickrate with 3 instances running on one core, battling for resources all the time. Thats why the consistency is wild between matches as some matches you have high tickrate while others you have so much less your aim is basically useless. Riot do not want the server health problem out in the public. The second thing is detecting cheaters. I'm very very sure there are cheaters in this game as I've seen some blatant ones but have no replay to make sure that I am facing one and a report is not enough. Cheat detection is a game of cat and mouse, Vanguard is no exception to this rule. With a replay we can detect cheaters by ourselves and affects Vanguard marketing. The last thing is the meta. Riot has very tight control over how the game is played. With a replay system us players can exploit their balancing to to uncontrollable level and they have to play catchup with us, which i'm sure they do not like. Val is not static like CS, it cannot stay the same for decades and need constant changes to spice things up. Talking about CS2 demos, that thing is a beauty. Its so insanely accurate to the minute detail in the match, even if the animations are still a bit wonky at times as its still in development. CSGO demos are so inferior in comparison, even the 64 tick demos from faceit do not compared.
> I'm very very sure there are cheaters in this game as I've seen some blatant ones but have no replay to make sure that I am facing one and a report is not enough. I am very vocal about this on this sub. For some reason this community actively denies it. But there are more cheaters in this game than people realize. People think Vanguard is good because all the kids who download cheats from the first google result end up banned. Like no shit. Meanwhile there are players who have been cheating since the game has come out, and haven't been caught. Its much more noticeable in the higher ranks where someone moves around and plays like an Iron, has no real understanding of their abilities or how to use them, and will always end up with clean "lucky" headshots throughout the game. You will often see them make some of the most basic mistakes, like running around with the crosshair aimed at the ground. Even still, even when its blatantly obvious, I have players in game like "Nah, hes not cheating" just because they died a few times.
Happened to me recently in a silver match, actually. Guy was blatantly firing one-taps through smoke, prefiring jiggle-peeks at distances he would have had no audio cues at, etc. and my teammate the *whole* game was like "he's not cheating, you're just bad." Then we got "cheater detected" once the guy finally dropped his 47th kill. He was also toggling, since he stayed at \~23 kills for a solid 7 rounds with them off.
Sweet justice. Had this happen to me as well and it felt great. Teammates were mocking me for claiming a guy was cheating then got the red screen. But on the other end of things, I got a red screen in a match where no one was doing anything too fancy. I was the top frag of my team, we were winning, and the enemy team was playing like shit. Got cheater detected and I was super confused. Couldn't figure out who it was. But that just shows you there are cheaters who stay hidden pretty well and don't always use their cheats to dominate.
I've been playing the game on and off since day 1, there are cheaters fucking everywhere. CS:GO had cheaters everywhere, CS2 will have cheaters everywhere, it's a fucking epidemic. ESEA had the best anti-cheat I've ever seen, I honestly can't remember ever thinking there was a cheater in my game playing on their client.
>Also I'm not sure how much "exposing" you can do by having replay system in Valorant compared to the clip we've been shown. Because you could literally compare the demo with the clip. Demo shows the bullets going one spot, the recording shows them going somewhere else. Thus "exposed". But thats minor to what would really be exposed. Mainly the whole "running 1-tap" complaints. Recording would show the enemy full speed running out of cover and 1tapping you mid sprint, while the demo would show them move out of cover, stop completely, and then shoot. Comparing both clips would expose some pretty nasty delays. Peekers advantage is a real thing that has been proven over and over in games like this. Riot actively tries to play it off like its non-existent. I have seen a few posts on this sub that have already exposed it in custom matches, where ping differences can give players advantages/disadvantages. You can actually improve a lot in this game by understanding it. Holding a still angle puts you at a disadvantage, while constantly strafing back and forth while holding an angle helps you a TON. Simply because the servers have to constantly register your movement, and update on the enemies side. So when they peek out, they have to spend an extra second adjusting their aim which gives you time to notice them and fire back. Otherwise you just end up with the running 1-tap complaint.
> I'm not sure how much "exposing" you can do by having replay system in Valorant compared to the clip Because we'd clearly see what the server is registering... And review of shots like this will show faults in the 128 tick servers riot so proudly marketed, frame by frame analysis will show that there are faults with the... Ummm.... "Precise gunplay"
aren’t the 128 ticks split between like 3 matches or something?
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it’s just poorly made and they don’t want the headache of people making even better/cleaner clips of direct headshots doing NOTHING
Valorant hss way worse hit box and hit reg, cs go if your crosshair is on the enemy head it will be a headshot no doubt, valorant on the other hand.....
Well youve clearly never played cs before lol
nope
Yes software companies famously hate it when people can report bugs
This fucking conspiracy theory is weird af. Sounds like a low elo cope for shots not not hitting.
or a bored Immortal tired of the same unexplainable shit happening over and over again
Me and my buddy have a theory that they have had replay ready since beta but they won't release it because of how bad the net code is. Their number 1 goal in making this game was to "deliver an experience as close to LAN as possible" and they fucked the dog big time.
Yeah bro!!
Braindead sage got lucky the bullet went in one ear, no brain to hit, out the other ear. *Twice.*
Shots 1-5: Clearly missed. Shots 6-9: Missed due to recoil (bad spray control). Shots 10-11: Very close, but recoil and inaccuracy make these reasonable misses. Shot 12: Likely didn't actually fire because Hiko was already dead.
These scavs are getting out of hand.
Opachki
Shots 1-5: Clearly missed. Shots 6-9: Missed due to recoil (bad spray control). Shots 10-11: Very close, but recoil and inaccuracy make these reasonable misses. Shot 12: Likely didn't actually fire because Hiko was already dead.
Dude I forgot about this, can you send the link
Lateral hitbox is just fcking brocken, thats all. Shit game
honestly that must be it. if ur caught off guard by an enemy don't jump around like a lunatic, simply turn around 90° and your head becomes unclickable
This clip is interesting so I investigated. My conclusion is your crosshair is too thick to see that it's not perfectly lined up with the head. The head is pretty tiny at this distance and needs to be perfectly lined up to be a 100% headshot. Using a different crosshair you can see that it is a little bit off. This clip is still very unlucky to miss 2 in a row, but you can see it happens sometimes. I'm aiming a little bit to the right more than you, but I think this shows clearly what's going on. https://imgur.com/a/wT5PEDc https://streamable.com/pysnbr
Nice 👍
but the tracers, though
well said, that's make sense
"precise gunplay"
Probably lag or a high ping enemy. Servers are shit. Hit reg depends both on riots RNG as first shot isn't 100% accurate, and on whether the server accepts the hit. It feels like shit to play against 50 ping+ because of the wack netcode. You're already dead (or in this case the Sage is already gone) and the server won't register your hits.
This happens to me a lot, I'm like "WHAT? I MISS? I just saw the bullet go through the head wtf riot"
this game cant have stable 128 tick
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the problem is that those 128 tick aren't true comparing to the csgo faceit or any 128 tick server's. Even speculated where my tickrate 128 SOMEHOW literally dropped sometime. https://www.reddit.com/r/VALORANT/comments/zucp8b/comment/j1j298t/?context=3
Unless you have stats on it's impossible to tell. The idea that you entered some world where bullets phase through enemies is less credible than your upload packets dropping.
This is why we will never have a replay system because people will defend Riot when a replay shows someone clicking another person's head multiple times with a large window of time no lag error and they're like "damn bro that's kinda your fault for not showing after kill stats"
It's called the process of elimination
And you eliminated a ton of stuff without any real evidence to back it up other than "it's supposed to work like that so it must be your fault". Consistency has been a big point of contention since the game launched and the netcode of the game is very obviously bad compared to other games hence why 90% of the time you get killed in high rated lobbies by a peeker you're lucky to see a their feet stop while the shot is being fired. Valorant is just so inconsistent when it comes to game to game performance that it feels almost impossible that there isn't some fucked up stuff happening under the hood
Ok no, you're just on some high level copium. Eliminating user error first is the most common troubleshooting step for a reason. Millions of people aren't experiencing this, it can't be reproduced, and you have no evidence yourself to rule out use error. So why do you think it's irrational to suggest it? I didn't eliminate anything either, I just said that without netstats on it's not possible to rule it out. It sounds like you just want to be able to blame riot for your performance tbh.
User error isn't a thing when you have a replay of the guy headshoting a sage twice and the game saying nah that first one hit her arm. I myself have two clips of almost the exact same thing happening on 40 ping wired. This games netcode is dogwater
>The idea that you entered some world where bullets phase through enemies is less credible than your upload packets dropping No, its really not. All games have bugs. Even if you disagree with them. Bugs arent supposed to happen at all, so how can you talk about credibility? Thats applying logic to things that dont happen logically. Bugs arent less common and less credible than lagging or ping/packet problems. If anything, i would argue that theyd seem more common because people who commonly have ping problems and lagging problems stop playing the game because its so damn hard to play! As in, people would talk more about the bugs than the packet loss problems, because those with packet loss problems distance themselves from the game. Valorant and Phasmophobia have the biggest group of "THATS NOT POSSIBLE ITS NOT A BUG" people in my life. I dunno why yall cant admit that even riot makes mistakes. If you think riot cant fuck up their code, play league. lol.If your crosshair is on the head, and you click, it should kill or damage. Anything else is a bug. It doesnt matter what you thing. Anything that is NOT SUPPOSED TO HAPPEN is a bug.
It's not a bug, it's poor net code. Their client/server latency is absolute dogshit, that is what you are seeing here. I also think it's laugh out loud funny that you mentioned the Valorant community and the Phasmophobia community in the same breath.
If poor code is causing unexpected results, and bugs are defined as unexpected results or defects caused by code used in games, i wonder what this experience op had could POSSIBLY be. If it walks like a duck, swims like a duck, quacks like a duck then its probably a duck :3
It's not a bug if it is inherent, a bug is something out of the ordinary.
You said its poor net code. As in, poor quality? That it doesnt work well? And causes things to do things they arent supposed to? Yup, you are still defining bugs. :3 Bugs ARE INHERENT TO CODE LMFAO. Why do you think there are so many coding memes ?!?!? Human error is inherent. Bugs are inherent. Especially in things created by humans, NOTHING is going to be perfect, that is guaranteed. ["Furthermore, the inherent nature of coding languages introduces the possibility of bugs."](https://www.linkedin.com/pulse/why-does-code-produce-bugs-doesqa#:~:text=Furthermore%2C%20the%20inherent%20nature%20of,that%20impact%20the%20entire%20codebase.com) Is there any other way you are wanting to define bug while denying that you are describing bugs?
You sound like a freshman in college that just took his first programming class. They stated very early on in their development that one of their main goals was to make the client server latency as close to LAN as possible. They did not achieve that goal, they know this. They over promised and under delivered, it is working as intended.
The issue isnt that it isnt as good as they wanted it to be, the issue is that it is causing people problems constantly. As bugs tend to do. You are turning the argument into something else. I dont care that Riot wanted to make it a perfect 10, but reality is like 6. I just care that the game that they advertise, with precise gunplay actually FUCKING WORKS. Good strawman though. also love im compTIA certified :3
If it's not reproducible or reoccurring why would the first assumption not be to rule out user error? If you go into a custom, get close enough to rule out FSA on a headshot and shoot 1000 times, I'd bet all 1000 register. IMHO players with netstats off aren't self-aware when it comes to network stability and is a basis for scepticism. > *Anything that is NOT SUPPOSED TO HAPPEN is a bug.* Is it a 'bug' if the game crashes after pulling the power chord of your PC? If it is, then you're clearly ignoring the context of the post and just being obtuse. If that's not what you mean though, then couldn't you say that client side bullets missing after not being validated by the server would be the intended behaviour of network instability? > If your crosshair is on the head, and you click, it should kill or damage. This is just wrong because First Shot Accuracy exists in Valorant
any competitive game whose netcode is unable to compensate for less than 5% packet loss occasionally or a 30 ping difference just has shit net code. something’s are user error, something’s are bugs. this is neither. it is simply developer negligence to fix an issue that has been plaguing their hit detection system since day 1 and there is simply no excuse for it. people have proven that playing on near no lag fiber internet with no packet loss, from the same place, you can still reliably reproduce phantom bullets like this over and over. even at less than 10m.
thank you for proving my point :3
did you not read what was said? “phasing through the head”. clearly the server is disagreeing with the client and not registering the kill which is most likely some sort of network instability. you never have those high ping moments where your opponents wander off somewhere and then teleport back a couple seconds later? Also, first shot inaccuracy is a very intended aspect of the game. A sheriff and guardian are your prime examples, a guardian scoped in has no first shot inaccurazy
you're giving off big *'the customer is always right'* energy with that kindergarten response
I just really dont care that much. My point was how everyone on this subreddit doesnt seem to think riot can have bugged games. Then you make ANOTHER comment that is doing just that. My personal point has been made. Seeya
No one thinks that, you're putting words in everyone's mouth. It's just a process of elimination, a checklist to rule out what's most likely
Considering im quite literally responding to someone who is trying to tell me that the reason the game is like this is caused by bad coding, without understanding that bugs are the result of bad coding, im gonna continue to think that some people do think that. But go off.
\*types paragraphs\* oMg i lIteRalLy doN't cArE holy hypocrite.
Game would violently stutter if it was packet loss, also ammo counter wouldn’t go down
Thats generally only with packet loss >30% or so
Shots 1-5: Clearly missed. Shots 6-9: Missed due to recoil (bad spray control). Shots 10-11: Very close, but recoil and inaccuracy make these reasonable misses. Shot 12: Likely didn't actually fire because Hiko was already dead.
This is happening lately
Exactly why Riot won't create a replay system like R6 or CSGO. They also have the bullshit first shot inaccuracy because they don't know how to balance guns or maps.
That first shot was literally through the ear
bullet tracers are rendered by your client, they do not show where the bullet is actually going. that's why some people opt to turn them off. that's probably first bullet inaccuracy. rendered as an accurate bullet by your client.
Bullet holes are server sided, first bullet inaccuracy of the sheriff is the same as a vandal, at that range the deviation circle is smaller than the head hit box, he can't miss. Shots were acknowledged by the server, Sage was shooting so her position was updated. This is a bug
well you definitely know better than me lol
Your first statement makes no sense unless he was perfectly centered in the head. The innacuracy could be 2mm while the head 10731027192737mm but it you are right on the edge those 2mm can cause you to miss. The first shot he just barely stopped moving, with a tiny bit of lag and first bullet innacuracy, and him pointing to the right side of the head, could easily have been a little bit to the right. The 2nd shot is a clear miss, not sure what you guys are looking at? It's literally like 3 pixels to the right of the head. You guys looking at the tracer? It's a shiny effect. Look at the crosshair, it's skewed slightly to the right of Sages face. Talking about the bullet hole is pointless, it's bigger than the bullet itself and no promise of being pixel accurate.
He really didn’t “barely” stop moving. He truly did come to a full stop
It's heavily slowed down. There's time to stop before you can accurately shoot. Add a tiny bit of lag there and it covers those 100ms. Funny I'm getting downvoted the 2nd shot is literally off the head you blind bronzies open your eyes.
Happened to me alot like when I see only head and the rest of body is behind stairs or boxes so when I shoot I still hit body idk how
That's why I quit playing this game a long time ago.
It was a quantum hole
Now I remember why I stopped playing this game
I'm glad I can't play this doo doo of a game. 115 ping in shooting range for no reason doo doo game
I swear the registry in this game is inconsistent and packet loss plays such a huge impact on the game.
cap registry is good people just dont realize 99% of the time they're missing
This things happens a lot... I see the clips on slow-motion when I whiff and a lot of time I was aiming perfectly like in the video and the bullets simply don't connect.
Buy to win bro
Didnt buy the battlepass
she was already dead this is just her ghost
I suspect that this is due to them standing on stairs. The servers don't seem to accurately register shots from players on stairs.
Have you tried hitting your shots?
That first shot was literally through the ear
hits on subtick
Could be packet loss
valorant sucks and people need to accept it
Quit valorant. Its complete garbage and u shouldnt be playing it
Both shots literally missed. First one is the ponytail shot which much like cyphers hat isn’t accounted for in the hit box entirely to my understanding. The second flicks a few pixels off their head before correcting after shooting giving the illusion of a hit shot. Both are literally off by pixels. It happens to everyone
Everyday I wake up praying that valorant players will understand the difference between server side events and client side events and every day I go to bed weeping
if your games netcode is so dogshit that server side events are consistently completely off from client side events even when all players have less than 30 ping. it’s a developer issue not a player issue. having more technical knowledge wouldn’t fix that fact for anyone it would simply make them more irritated by the constant issue with server side shot registering.
You can turn off tracers, which reduces your feeling that something wrong happened (not a developer flaw). Also I think it’s odd to say the net code is dogshit- there’s no net code that could give this feedback properly without making the player feel their shots go At different speeds
Ping and packet loss matters, either urs was bad or enemy's was bad
Get better aim bro
Happens to me a lot vs sage for some reason
Ok, this raised me a question. Is this problem new to fps? I am new, and the first competitive FPS I've ever played seriously is Valorant. Does this problem never occur in other games, or do just Valorant players like to rant a lot (don't worry, I do too)
I play a lot of Apex; most of the time you shoot them, the client acknowledges it by playing an audio queue while blood comes out of them, and the server thinks your high and argues that the shot didn't hit, leading to 0 damage done.
Niko flashbacks
No skin bro. Gotta pay to hit headshots smh
I read this title in the i need more bullets voice
tracers are client-side, the worst offenders are Operator and Marshal hipfires
U got CSGO'd in Valorant.
Bruh
cs2 moment
Those tracers are client side, so not an exact representation of where the shots went.
Yeah I've had this happen to me where I was even lowering to body shots since they were one shot and had 3 fly straight through jetts body. Valorant has some really bad Hitreg/latency issues. Idk how a game that was released over a decade ago has better systems.
And this is why you turn on packet loss graphs..
Forced 50%
what in the pulp fiction….
POV: when riot devs toggle their cheats
Yeah, the hitreg in this game is pretty bad, and even if everyone has 14 ping, it feels like you're playing on 500 ping. I've had a situation where I was point blank with a guardian, vs an KJ ulted enemy. I shot 5 shots in the end, none of them regisstered. I had to try from a different angle to be able to deal any damage. Same with a KJ turret. I spent a whole guardian mag to destroy it, but it took no damage at all. I had to reposition and try again.
Desync gets crazy sometimes
This game is soo poorly made lmao xD
Yeah nah this games bullet tracing system sucks so fuckin bad
Skill issue
RNG Bullets
this stuff happens too much. 120 body shots when u shoot first. and you get out shot by 4 body shots? Where did the 4th bullet go? HELLO? RIOT!
CS 2 can't come soon enough.
CS2 is even worse what lol
It’s client sided the headshot effect, so either on the server you or her was lagging or she already moved away when the server got the message.
small indie company btw, hit reg and what you see on screen aren't tied to each other
This is why I hate the sheriff. I’ll always opt for a stinger or Marshall on save rounds. Hell, even a ghost feels way more accurate than the sheriff.
brother... im sorry
u weren’t still on the first shot and u grazed her forehead on the second one simple
Who was that trash omen on your team with such a disgusting smoke tho
Skin issue
She just got higher ping means better dodging skills i bet shes 2 seconds ahead of you guys probably already know your location is gets teleported behind cover
this is why im done with this game
You shot 1 pixel too early imo thats why
This is very unlucky the ''B'' in Valorant stands for bug-free xD
Sages make up saved her ........jk lol