Player Hitbox stays behind during dash

entar99

New member
I've noticed a pattern where players' hitboxes (or whatever is used to calculate hits for AoE damage especially) get left behind at the original starting point of a dash, seemingly until the dash lands on the other side. This leads to a lot of frustration with Warden's CC range, walker slams, and so on. A great recorded example of this is in Mast's recent Seven video at 16:30 -- Seven throws a ball at Infernus who dives away but has ticks of damage follow him because the hits are registering at the old position


(I believe there's another decent example at 24:23)
 
I'm interested to know if this is a bug or a feature since I know Wraith's teleport works this way. You can shoot where she was or where she's going and hit her in both places.
 
With Wraith's teleport it makes a little more sense, as there's magic involved and they can make it whatever they want. With a character diving, it's just the current location and getting hit unfairly--not a feature.
 
Gonna give this a bump since it's a pretty severe problem, don't know how many times I've seen Gray Talon charge up, I dodge, avoid the projectile entirely, and get hit anyway. Extremely frustrating and invalidating of any competitive integrity.
 
Gonna give this a bump since it's a pretty severe problem, don't know how many times I've seen Gray Talon charge up, I dodge, avoid the projectile entirely, and get hit anyway. Extremely frustrating and invalidating of any competitive integrity.
Yeah this needs to be fixed. I dodge almost every Gray Talon charged shot in lane and I still get hit most of time.
 
some of the worst bits of this are related to receiving melee damage when you're nowhere near the punch anymore. random example pulled from Reddit from a few days ago. several other posts talking about "melee privilege" because it's not obvious (because it shouldn't be) that your hitbox stays behind until the dash ends, so people think some folks are just able to launch punches 10 meters away.
 
Without a match id to see the server pov all you can do is guess, but I would go out on a limb and say that punch will land properly on the server. Why? Because latency is an unavoidable thing and so client movement is predicted locally, what you see is basically yourself in the future and everyone else in the past (because of how interpolation works between previous and current server snapshots) which mostly works fine but occasionally the illusion is broken like in the case of that punch.

It's possible there are also hitbox issues, but some discrepancy is unavoidable. In the past there have been games that have tried using an extrapolate method instead of interpolate (doom3 for example) but those have their own issues. A version of this is GGPO in fighting games which uses an input delay in combination with extrapolate/rollback. If latency between the 2 players is low enough it plays near flawlessly (minus the artificial input lag) but if the connection is bad you'll see all kinds of warping around.

You can get feel somewhat of a feel for the issue by playing an old game like TF2 which doesn't have client-predicted projectile spawning. If you join a server overseas with ~300 ping and fire a rocket as a soldier you can feel how delayed it is as the rocket doesn't appear until the server tells you about it.
 
that your hitbox stays behind until the dash ends
It doesn't, or at least there's something else going on with dashing. You can see for yourself by hitting f7 and typing cl_ent_hitbox player. Also, some attacks use your bounding box for hitreg instead (cl_ent_bbox player), but it doesn't lag behind on dashes either.

There's a lot of misconceptions on how heavy melee hitreg works, but that's because it is not obvious. It's a 5m cone at the end of the charge, but the charge ends early if you move close enough towards a valid target. In the clip you posted, Lash would've avoided the punch if he dropped down instead of dash jumping. Dashing is slower than heavy melee, it will almost never work.
 
It doesn't, or at least there's something else going on with dashing. You can see for yourself by hitting f7 and typing cl_ent_hitbox player. Also, some attacks use your bounding box for hitreg instead (cl_ent_bbox player), but it doesn't lag behind on dashes either.

There's a lot of misconceptions on how heavy melee hitreg works, but that's because it is not obvious. It's a 5m cone at the end of the charge, but the charge ends early if you move close enough towards a valid target. In the clip you posted, Lash would've avoided the punch if he dropped down instead of dash jumping. Dashing is slower than heavy melee, it will almost never work.
I'm aware of the melee hit cone. I abuse it a lot to get hits on troopers a little further out by looking down.
This happens constantly where people are hit where they used to be, well beyond 5m from the person throwing a punch, like in that random clip that came to mind.
I'm not saying your physical hitbox doesn't move with you. You'll definitely also be hit where you are. You're just also being hit where you're not now but were.

until they post a match ID nobody can say for certain if this is just desync. I do know this happens pretty constantly to everyone I play with though, and we're all on reasonable ping (like 50 or less)
 
I'm aware of the melee hit cone. I abuse it a lot to get hits on troopers a little further out by looking down.
This happens constantly where people are hit where they used to be, well beyond 5m from the person throwing a punch, like in that random clip that came to mind.
I'm not saying your physical hitbox doesn't move with you. You'll definitely also be hit where you are. You're just also being hit where you're not now but were.

until they post a match ID nobody can say for certain if this is just desync. I do know this happens pretty constantly to everyone I play with though, and we're all on reasonable ping (like 50 or less)
Yeah, it's very hard to confirm with that camera angle, but it does look like lash got tagged by the very edge of the hitbox. You can see that both are near the statue when he takes damage, which is somewhere within the 5m ballpark.

The feeling that you're getting punched in the past happens even in sandbox with 0 ping, but it's a lot more clear what's going on if you angle your camera downward. I have definitely felt that something was wrong with dashing and hitreg though, and I haven't been able to narrow it down or replicate it.
 
some of the worst bits of this are related to receiving melee damage when you're nowhere near the punch anymore. random example pulled from Reddit from a few days ago. several other posts talking about "melee privilege" because it's not obvious (because it shouldn't be) that your hitbox stays behind until the dash ends, so people think some folks are just able to launch punches 10 meters away.
Yes, I've gotten some similar results recorded as well, makes fighting Abrams an absolute nightmare
 
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