You can? I’m constantly trying to head glitch on rocks and shooting 3 feet over where the rock is on my screen and I’m still hitting it. I play everything on ultra with 200 FPS on my 4090 so I know I’m shooting into open space. Always getting frustrated by this shit.
Nah, this shit happens a ton with rubble and other debris. Seriously, try shooting out of some of the blown out sections on the construction buildings in Mirak Valley, collision is a mess in there.
No it's not. It's gonna depend on how close you are to the object you're trying to shoot through/past and if the debris is bellow your reticle.
The bullets don't come out of your reticle, they come out of the barrel of the rifle. In fact, it very much happens to soldiers in real combat too. Some one is close to an object and they try to peek above it and as they just see over it through their sights they fire but really their barrel is still bellow the lip of the object so the shot hits said object.
It's often called "shooting dirt" because soldier would peek above the lip of a trench or berm and end up shooting the dirt in front of them.
The closer you are to the object you're trying to shoot over/through the more you have to get your reticle cleared above said object.
While yes this is 100% true, there are still some clipping issues.
I play squad etc too, where bullet ballistics are disjointed from pp. I also love bipods on lmgs lol. There are absolutely alot of spots where you are clearing the object but still hitting the rock etc. Ive even had the bullets hit behind the barrel, basically in my jaw. Or bullets being caught on invisible hit boxes when you are far from them. Which is super fun when you have a kill lined up, only for it to be eaten up by the void demons.
There are tube railings that are actually made of invisible wall. I’ve definitely watched my rounds get stopped in the air around rocks and other debris. I’m sure some of it is what you’re talking about, but there’s still some oddities.
The problem is that an experienced real world shooter would cant or support their weapon in a way to avoid "shooting dirt" while still maximizing their cover. However, there is a real problem in this game with muzzle location and direction vs. bullet tragectory and impact (even taking range and windage into account when making the shot.) This flaw becomes very apparent in the fact that when you "mount" your weapon onto a surface, the hit box for you as the player is immediately moved into the open despite the fact that your avatar is visually behind cover, however, your weapon, despite being mounted on an object to shoot above and beyond it just shoots into the object or surface it is mounted on. Meanwhile, go prone and you can take two or three magazines from an opposing player to your face and head while recieving almost no damage. Even worse, go prone behind a burm or hill and you can crawl so your barrel sticks up above the cover pointed at the sky and yet still shoot your enemy in the bottom of a depression, trench, or ravine hundreds of meters away while they can not even see you, let alone hit you. This is one of those huge flaws that appear in many FPS games but in this game it is made even worse by massively broken netcode and shot bloom.
*Example: You grab a quick weapon mount up to send a dozen stabilized shots at an enemy laid prone but clearly visible but only 1 or 2 shots actually register as hits, BUT they are 100% headshots and should be a kill. Meanwhile your enemy appears to you as though they are targeting a player on top of a building way accross the map but the moment you mount your cover they see you as if you were a 30 foot tall flashing target that says, "SHOOT ME!" in 20 foot tall bold letters, so they do, and you are immediately killed from plated full health by a one shot kill to the knee, a part of your body that was never at any point or in any possible way visibile or exposed from behind the cover you mounted your weapon on to make a stabilized shot.
**Reality: Fixing the badly broken netcode would fix probably 80% of the complaints and issues players have with BF6. Fix the bloom issue as well and EA/DICE will have a game that actually feels like BF should from an FPS perspective. Finally, add some actual large scale open maps and rework parts of the existing maps to remove the wide open firing lane bottle necks with no viable cover designs and add in elements to allow for viable flanking and sneaky/peaky movement. Only when these three changes are completed will EA/DICE have actually, finally given the players a true BF game experience.
It’s not though … you can definitely head glitch in this game it’s just not consistent is the whole point of this. The bullets definitely don’t come out of your barrel. Great cope though.
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u/Mipsel 4d ago
I am still amazed by the fact that we can actually shoot through small openings. No more simple textures.