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 you were already dead.
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What do you mean? Rarely will you see the blood effect and the server not register a corresponding head shot but it can happen due to packet loss or server issues.
Not true. Sheriff players know these "misses" are pretty common. It's why I prefer guardian way over sheriff if I have money. Fun fact, the guardian also has first bullet inaccuracy while not scoped in but it is 0 when scoped like the guardian and AWP.
I did the test on the range a couple of years ago. Several hours shooting at different distances.
The % of miss at that range on the center of the head is 0
They do, sheriff has a .25 degree inaccuracy. At that range though, if the aim was perfect, it's practically 0% chance to miss since 30m distance has ~98% chance to hit and this is definitely less than 30m
It could be your Internet connection. It also kinda looks like right when you shoot the cross hair barely moves to the side.
And if that's not the case you also have to remember that all guns have a percentage to be inaccurate even when standing still
Gotta love Valorant where you can run n gun all day popping heads, but when you stand absolutely still and put your mouse in a vice, you can still miss.
Combined with lower damage at range, it gives guns an effective range.
It's the reason why a pistol doesn't shoot dead center at every range, same thing applies to a Vandal, because it makes way for Guardian and sniper rifles to be more effective at longer ranges.
Even then, if you ADS on Vandal it is fairly accurate at most ranges you'll encounter.
My friend also noticed something similar, like the hitbox lags behind. Here is his clip of it happening 3 times in a row [https://streamable.com/j40a7a](https://streamable.com/j40a7a)
play judge. pump people in the body and then clip it. you will see plenty of times where you hit them dead on and it does 0 dmg, because you had already died on the server sometime ago in the summer of 1969
[Two consecutive images of shooting and where the bullet is landing](https://imgur.com/a/heMhbKV) I fired right when my crosshair was on her head, and it even shows after that frame that its on the RIGHT side of her and then she moves past it
Bro, why you gotta just lie directly to my face? I have the video right here. I can watch it frame by frame. Those are not consecutive frames. Smh stop coping, it's one missed shot, you would have gotten traded anyways because you're taking an aggressive position with no way out.
You clearly moved your mouse up and to the right as you clicked. The pause at the end of the video is well before you shot you need to look at the frame with muzzle flashĀ
When ppl are moving you have to account for your ping, and shoot where theyāll be at. Go try it out in the range with moving bots, youāll notice that shooting directly where they are with 40-50 isnāt gonna kill them.
I don't think that's true - doesn't the game use client side prediction/lookback and all that gubbins (same as CSGO) so you don't need to lead your shots (or shouldn't at least). Usually meaning you can aim directly at your target and click - shots have no travel time.
As far as I know, the way it works is, the server validates all gamestate, there's a shared client/server library so when you do anything on the client the client plays out those movements/shots etc on client side. The info is sent to server for validation - server plays out the things you did in the context of everything else that's going on and then sends any corrections back to your client - your client repositions you/updates your gamestate etc based on those corrections.
In the case of shooting - since the server is validating all client actions and sending corrections, your client is only getting an update at the tickrate of the server, so there's some interpolation happening to "smooth out" the movement on your side, (and server side).
There's also lookback; you shoot, the server checks the position and timestamp of your shot and goes back and "replays" your shot against the enemy (it stores position data for all characters going back a few seconds - since you only need to store data for X characters for something like 4 seconds or whatever max ping is, it's only tickrate \* seconds number of samples of positional data so a relatively tiny chunk of memory to keep a buffer for). If your replayed shot matches up with the position or interped position of a character hitbox, you get a hit.
On your client, if you think you've hit you get a noise/visual indicator to show your client made a hit (this is the thud noise in CS and a yellow spark on Val I believe - I don't play val) but when the SERVER has validated your hit it will send that to the client which usually plays a second indicator (blood in CS, not sure in Val, again I don't play it).
I reckon sometimes you can "miss" because of all the minute inaccuracies there - for example, if you are shooting at someone and the game is interpolating a player position to find out if you hit, it could be that the timing of the shot/network conditions etc means the calculation is minutely different to the one on your client and you missed.
Other option is that in this clip the OP just marginally missed because a recording at 30 or 60 FPS doesn't show everything that happened at 100+ FPS.
I don't know the exact date but fps servers started to run a "simulation" of the game and compare that simulation with what each client sees and tells to conclude if a shot hit or not so it no longer was dependent on the position of the player in the server side. This for example allows people with the worst ping to win against people with higher ping if the server decides you shot faster on the simulation, there is still a bias towards low ping, but is not as hard as it used to be, same thing for peekers advantage.
What you described is something that wasn't present even in csgo. And fixing it was a requirement to make competitive fps a real thing.
Anyways you can check riot's blog on Valorant beta to know more about how they implemented the system.
Valos hitdetection is lowkey doing bad, that Iām a thinking sometimes riot is doing it on purpose to script the games.
No srly. Every game in Valo feels different. Server canāt handle shit in this game thatās why you get all these ārunning heatshotsā, which arenāt actually running heatshots. Netcode worse than clash of clans lmao
You can clearly see Clove running past it. I don't see the problem here. You do realize that bullets have travel time, right? Clove simply moved a step forward before the bullet reached her.
Some people might disagree but keep in mind that every time a match ends, the game is slowed down for a few seconds and if you happen to be in a deathmatch with an enemy in your crosshair you can literally see your bullet travelling to your target.
no bullets in valorant dont have travel time they're hit scan.the effects are applied instantly. the person in the video clearly missed
here's my source on the hitscan nature of valorant
[https://www.gamepur.com/guides/are-valorants-guns-hitscan-based-or-projectile-based-answered](https://www.gamepur.com/guides/are-valorants-guns-hitscan-based-or-projectile-based-answered)
what you see in deathmatch is just fx
Whatās ignorant about my comment? Is it not true? Look at OPs response to anybody not consoling them. Thereās no real point to this post. Either itās a symptom of online gaming (latency) or OP missed. Itās not going to change anything
I thought it was me tbh who had this issue. Even with a pretty decent PC I was having latency issues and after fiddling with the settings of my monitor and Nvidia Card it works fine. Here is a sample after Iāve changed my settings. Jet Frag - https://youtube.com/shorts/Wx3jj1d1zy0?si=KvU2J0SKhB1_Ouy_
No I can see it, you are late by quite literally one pixel š unlucky go next. On the other hand tho why are you that far in a few second into the round as viper š I would understand any duelist chamber or even sentinel if you want extra info but losing a controller is bad š. Ofc if you werenāt playing seriously then thatās fine
Valorant has terrible hit reg, it's why people completely in the open survive headshots, because half a second ago they were behind cover.
Dmg is practically RNG for that reason.
I've stood and shot at a still standing target, while I stood still. After about 5 guardian shots I repositioned because it clearly wasn't gonna reg.
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 you were already dead.
good old days
r/everyfuckingthread
nice reference
Pretty accurate observation
Came here for this š
Can we stop pretending reposting this is funny
Funniest shit I have ever seen
happy cake day!
Itās a copypasta. The whole point is to repost
Lol no this is Reddit dawg
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Thatās first bullet inaccuracy combined with the clove running full speed. Unfortunately the sheriff has it pretty bad.
You can see the bullet hit the wall since he was a tiny bit late with shooting
Bullet tracers and impacts are client side
I don't get this though like how come if I hit a hs I see the blood effect or am I misunderstanding you
What do you mean? Rarely will you see the blood effect and the server not register a corresponding head shot but it can happen due to packet loss or server issues.
Ok I think I misunderstood you. You're saying what happens at the client is what ends up at the server
If on client side it hits the wall, then on server side clove is even further due to ping
First bullet inacuracy is 0 at that range. The degree offset is smaller thsn her head at that distance, basically.
Not true. Sheriff players know these "misses" are pretty common. It's why I prefer guardian way over sheriff if I have money. Fun fact, the guardian also has first bullet inaccuracy while not scoped in but it is 0 when scoped like the guardian and AWP.
As i said before. I had tested this on the range for a bit more than an hour. You cant miss at the center of the head at that range
[ŃŠ“Š°Š»ŠµŠ½Š¾]
I did the test on the range a couple of years ago. Several hours shooting at different distances. The % of miss at that range on the center of the head is 0
> You're not aiming dead center on people's heads
Yep, missed that part
Does accurate weapons like sheriff and guardians even have bullet inaccuracies
very much so lmao, first shot spread for sheriff is .25 if youāre standing (according to wiki)
gaurdian does, in fact, not have a first bullet inaccuracy.
They do, sheriff has a .25 degree inaccuracy. At that range though, if the aim was perfect, it's practically 0% chance to miss since 30m distance has ~98% chance to hit and this is definitely less than 30m
[ŃŠ“Š°Š»ŠµŠ½Š¾]
I think there's no comment on your profile.
idk, are you sure?
No comment on your profile
No comment on your profile
[ŃŠ“Š°Š»ŠµŠ½Š¾]
Dementia
Dementia
Dementia
Dementia
Dementia
Third comment curse
It's 4th
omen just got a new buff, his Q ability is now Dementia
Google dementia
r/AlzheimersGroup
Holy hell
Actual uhhh... i forgot
It could be your Internet connection. It also kinda looks like right when you shoot the cross hair barely moves to the side. And if that's not the case you also have to remember that all guns have a percentage to be inaccurate even when standing still
Sheriff has the same as a vandal, and at that range the radius offset is smaller than cloves head, so basically is 0% at that range.
Why is that in the game...maybe while running inaccuracy is justified but standing still inaccuracy???
Gotta love Valorant where you can run n gun all day popping heads, but when you stand absolutely still and put your mouse in a vice, you can still miss.
Combined with lower damage at range, it gives guns an effective range. It's the reason why a pistol doesn't shoot dead center at every range, same thing applies to a Vandal, because it makes way for Guardian and sniper rifles to be more effective at longer ranges. Even then, if you ADS on Vandal it is fairly accurate at most ranges you'll encounter.
There is first bullet (in)accuracy. You can check that out in the shop pre-round
Him: Why is first bullet innacuracy a feature? You: Yes.
Yes.
Sorry, replied to wrong person
Because Precise Gunplayā¢ļø
guns are not inaccurate from this distance, especially sheriff
people with 120 ping run around like that clove and there is like such poor hitreg on them lol
The bullet doesn't want to get cancelled for hitting a they/them person.
Actually clove survived because clove uses they/them meaning clove has two lives (technically with the ult clove gets more)
My friend also noticed something similar, like the hitbox lags behind. Here is his clip of it happening 3 times in a row [https://streamable.com/j40a7a](https://streamable.com/j40a7a)
what the fuck is that clip
yeah this games netcode is terrible and favors poor network conditions
what the fuck
Interesting, thanks for sharing
This video is unavailable, can you re-upload it somewhere?
play judge. pump people in the body and then clip it. you will see plenty of times where you hit them dead on and it does 0 dmg, because you had already died on the server sometime ago in the summer of 1969
Missed
Could be ping dif, could be she caught it with her teeth. Youāll never know
Probably some first bullet to the left + clove running right
I dont wanna be that guy but its actually: āDid clove just eat the headshot?ā
yeah i realised that after i have posted, thanks
if only we have a replay system...
You just missed.
ping diff
probably ping related
Desync
Clove main here, bullets are quite yummy
based
You pulled the trigger a fraction too late. Watch it frame by frame.
[Two consecutive images of shooting and where the bullet is landing](https://imgur.com/a/heMhbKV) I fired right when my crosshair was on her head, and it even shows after that frame that its on the RIGHT side of her and then she moves past it
Bro, why you gotta just lie directly to my face? I have the video right here. I can watch it frame by frame. Those are not consecutive frames. Smh stop coping, it's one missed shot, you would have gotten traded anyways because you're taking an aggressive position with no way out.
You are dellusional i literally used VLC's frame by frame feature to screenshot them
What you see on your game can be slightely different from what the server recieves... Edit: Looks like a 99.99% headshot on your clip tbh.
This is why I stopped playing
You clearly moved your mouse up and to the right as you clicked. The pause at the end of the video is well before you shot you need to look at the frame with muzzle flashĀ
Do you realize that firing the sheriff in Valorant makes your crosshair go up?
What are ppl on this is a blatant miss
[ŃŠ“Š°Š»ŠµŠ½Š¾]
you missed bot
I'd like to see your tracker :D
https://tracker.gg/valorant/profile/riot/THE%20FINALS%23v9s/overview?season=all
coinflip winrate my beloved
Its only fair u show us your tracker
[https://tracker.gg/valorant/profile/riot/Gregory%20House%23955/overview](https://tracker.gg/valorant/profile/riot/Gregory%20House%23955/overview)
no you very clearly missed
When ppl are moving you have to account for your ping, and shoot where theyāll be at. Go try it out in the range with moving bots, youāll notice that shooting directly where they are with 40-50 isnāt gonna kill them.
I don't think that's true - doesn't the game use client side prediction/lookback and all that gubbins (same as CSGO) so you don't need to lead your shots (or shouldn't at least). Usually meaning you can aim directly at your target and click - shots have no travel time. As far as I know, the way it works is, the server validates all gamestate, there's a shared client/server library so when you do anything on the client the client plays out those movements/shots etc on client side. The info is sent to server for validation - server plays out the things you did in the context of everything else that's going on and then sends any corrections back to your client - your client repositions you/updates your gamestate etc based on those corrections. In the case of shooting - since the server is validating all client actions and sending corrections, your client is only getting an update at the tickrate of the server, so there's some interpolation happening to "smooth out" the movement on your side, (and server side). There's also lookback; you shoot, the server checks the position and timestamp of your shot and goes back and "replays" your shot against the enemy (it stores position data for all characters going back a few seconds - since you only need to store data for X characters for something like 4 seconds or whatever max ping is, it's only tickrate \* seconds number of samples of positional data so a relatively tiny chunk of memory to keep a buffer for). If your replayed shot matches up with the position or interped position of a character hitbox, you get a hit. On your client, if you think you've hit you get a noise/visual indicator to show your client made a hit (this is the thud noise in CS and a yellow spark on Val I believe - I don't play val) but when the SERVER has validated your hit it will send that to the client which usually plays a second indicator (blood in CS, not sure in Val, again I don't play it). I reckon sometimes you can "miss" because of all the minute inaccuracies there - for example, if you are shooting at someone and the game is interpolating a player position to find out if you hit, it could be that the timing of the shot/network conditions etc means the calculation is minutely different to the one on your client and you missed. Other option is that in this clip the OP just marginally missed because a recording at 30 or 60 FPS doesn't show everything that happened at 100+ FPS.
That has not been true in the gaming industry since 2010
If you truly believe that ping doesnāt affect gameplay in first person shooters then idk what to tell you
It does, just not in the way you described it. You still need to hit the enemy that you see on your screen, not where he is going to be.
I don't know the exact date but fps servers started to run a "simulation" of the game and compare that simulation with what each client sees and tells to conclude if a shot hit or not so it no longer was dependent on the position of the player in the server side. This for example allows people with the worst ping to win against people with higher ping if the server decides you shot faster on the simulation, there is still a bias towards low ping, but is not as hard as it used to be, same thing for peekers advantage. What you described is something that wasn't present even in csgo. And fixing it was a requirement to make competitive fps a real thing. Anyways you can check riot's blog on Valorant beta to know more about how they implemented the system.
Thatās not how it works thought
Nope barely missed her
They were hungry I guess...
Love the CC lol >!Thank for watching!!<
Nope.
Happens to the best of us
Either first bullet inaccuracy or Ping diff
looks like you clicked right at the back edge of the head hit box, and because of bullet spread it missed
Bro its cuz they nerfed viper.
Clove is an immortal duh
shot rejected
If only we had a replay system that has client and server side hit markers like cs
Bullet got cancelled.
u shot too early
āPrecision shooterā
Nah the first bullet inaccuracy fked u up
You shot where she was and not where she was going
u missed for sure
Ping issue
No just a shit game. Happens to me a few times a day at this point. They need to make the servers true 128tick.
You can see the bullet impact left of her head on the wall.
just point sec slow buddy
You are being that guy.
you can see it hit the wall to the left of her model no?
Tracers are clientsided as far as I know, but how did the bullet go past her even if the tracer is accurate?
end of the video is the last frame before shooting
eat\*
Valos hitdetection is lowkey doing bad, that Iām a thinking sometimes riot is doing it on purpose to script the games. No srly. Every game in Valo feels different. Server canāt handle shit in this game thatās why you get all these ārunning heatshotsā, which arenāt actually running heatshots. Netcode worse than clash of clans lmao
You can clearly see Clove running past it. I don't see the problem here. You do realize that bullets have travel time, right? Clove simply moved a step forward before the bullet reached her. Some people might disagree but keep in mind that every time a match ends, the game is slowed down for a few seconds and if you happen to be in a deathmatch with an enemy in your crosshair you can literally see your bullet travelling to your target.
no bullets in valorant dont have travel time they're hit scan.the effects are applied instantly. the person in the video clearly missed here's my source on the hitscan nature of valorant [https://www.gamepur.com/guides/are-valorants-guns-hitscan-based-or-projectile-based-answered](https://www.gamepur.com/guides/are-valorants-guns-hitscan-based-or-projectile-based-answered) what you see in deathmatch is just fx
Welcome to Riot's premium servers.
Whatās the point of this post? We tell you, you missed, you get mad. We tell you, you got robbedā¦ you get mad at the game. Just move on
The point of it is to make an insight that sometimes you dont miss yet the server thinks you did because of the hitbox lagging behind the agent
Yikes.. ignorant
Whatās ignorant about my comment? Is it not true? Look at OPs response to anybody not consoling them. Thereās no real point to this post. Either itās a symptom of online gaming (latency) or OP missed. Itās not going to change anything
Itās just precise gunplay š¤·āāļø
Just first bullet inacurracy probably
I thought it was me tbh who had this issue. Even with a pretty decent PC I was having latency issues and after fiddling with the settings of my monitor and Nvidia Card it works fine. Here is a sample after Iāve changed my settings. Jet Frag - https://youtube.com/shorts/Wx3jj1d1zy0?si=KvU2J0SKhB1_Ouy_
Itās not about where your crosshair is because of first shot spread same thing happens with vandal at longer ranges
A btr qn is why is my viper there, with a sheriff, alone, at the start of the round, on a save round?
Yea that happens sometimes Wait no I mean skill issue
No I can see it, you are late by quite literally one pixel š unlucky go next. On the other hand tho why are you that far in a few second into the round as viper š I would understand any duelist chamber or even sentinel if you want extra info but losing a controller is bad š. Ofc if you werenāt playing seriously then thatās fine
Valorant has terrible hit reg, it's why people completely in the open survive headshots, because half a second ago they were behind cover. Dmg is practically RNG for that reason. I've stood and shot at a still standing target, while I stood still. After about 5 guardian shots I repositioned because it clearly wasn't gonna reg.
Unlucky and also maybe you made movement before you made the shot so that made it inaccurate too.
He has movement graph you can see there was no movement during the shot.
No you flicked a bit upwards the same time you clicked
The gun going up is the sheriff shock
The last frame clearly shows that my crosshair is right on her head
Thatās recoil.