Shots fired after death

That just sounds like a biproduct of how servers in general handle ping and who “wins” what engagement. That goes for any game but is more or less pronounced depending on the complexity of the game and how important reflexes are for the game.

This video goes into it quite well:

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It’s a good start at least, but it only covers one route to ghost shells (as far as I’ve heard - I seem to have a lot less game troubles than other people…)

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Or whenever your breach or gun gets shot out and your round gets deleted

Once already exited, yeah.

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Same I rarely get “ghost shells” and when I do there is a noticeable lag issue.

It’s not the same as “you died so now your already fired round doesn’t exist lol.”

Yeah, it looks like the creator is going to release a part 2 talking about a second way it can happen as well.

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It’s not how it works.

You can read on this more here

Netcode or Defining the impact point section.

They say it could be the latency, that the bullet doesn’t exit. It’s clearly visible on replays. I’ve also seen it with my teammates, watching them fire, hit, and do nothing, because my teammate died earlier.
Only once, it didn’t happen exactly like that. Curiously, it was an enemy who fired, and before the bullet arrived, he was killed. His bullet killed me (I thought, great, they’ve already talked about this, but no…)

That’s all very well, and although I sometimes get angry because I haven’t done any damage, I know when a bullet should do damage. If I look at the replay, you can see the impact, but there’s no damage, so the bullet doesn’t do any damage.

The client replay or server replay? (are you starting it from the main WT website or the in-game replay list?)

Directly from the game, where can you watch the replay that is not outside of the game? :O

Could it be that because the code in Assault checks AI to players, and players to AI, that the discrepancy between the normal player to player check makes the player to ai check different in this instance?

I feel in ping terms I could feel that (Difference between the US, and the EU server being 200, and 300 respectfully) that instead of having a check that includes 2 sets of pings, compared to one would make it feel different.

Whilst the OP is upset, I do feel there’s a slight ‘something’ in the idea.

What do you think :)

Here: https://warthunder.com/en/tournament/replay/

You can filter the replays so that you only see matches that you have been in by checking the box labeled “Replays including my participation”. If you are logged into the website and have the game running in the background you can click “start replay” on the website and it will start the replay in the game. You are now watching the replay from the servers perspective instead of your own :)

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Does assault mode actually make server replays?

I don’t actually know, but since it’s random teammates i think it does.

I play on 200 ping

This sort of thing happens ALL the time. Me and an enemy fire at each other at the same time. I die, and my shell vanishes because ping said he fired before I did even though that wasnt the case on my screen.

Theres nothing you can really do about it except only play on the server that gives you the lowest possible ping, unfortunately for me that is indeed 200ms.

(Is this in normal games though, compared to Assault, or is this in assault and you notice it happen more?)

I think my PING is low. Except for the internet drops I experience when playing in land mode (only drops, the internet is fine, 1GB), everything else is smooth.

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And here, you can clearly see what’s happening!

I actually don’t clearly see anything?
Could you link the replay from the main website? (when you find it there is a button at the bottom left that says “copy replay link”)