[Help!] Gun Game Design Flaw!?!?!

Hello!

The Issue is im also using fast cast with guns around 800 velocity and the crosshairs will be dead on and work great against standing enemies!

As soon as the players start strafing though, you can have the cross hair on at them the whole time and never get a hit!

I tried setting the bullet speed to 1000 but while faster it still had the same result!

heres a video, notice the times when the crosshair is always on the enemies!

I’m getting alot of feedback that the hitboxes suck and the gun aims is terrible and I think it is GENUINELY for this reason, and that I have no idea how to fix.

My process of using Fast-Cast is: bullet created on client → Server gets exact same information → Server creates real* ghost bullet while simultaneously firing all clients to tell everyone else to render their own bullet with same information!

My Cross Hair Works great standings still and mostly almost always on the money with of course counting for physic’s drop, but as soon as strafing and movement gets involved its a nightmare!

If it helps both the Client bullet and server bullet travel to the exact Position that was captured by the crosshair at the moment of firing!

Do I need to adjust my system and go all in to high Bullet speed like 2000+ and client side hit detection???

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Hello FOUND A SOLUTION!

I paniced after posting this and switched to A client Side Hit detection with the client TELLING THE SERVER who it Hit and giving it the orgin position and hit positioon. In case i wanna do some validation.

I also Amped the speed up from 800 stud to 2200 Studs! That help alot! I think part of the problem were bullets were too slow.

THE BIGGEST CHANGE: was definitly switching to client side hit detection so when before visual bullets would hit but nothing would happen, which i was told was very frustrating, NOW actually registers! That saved the gameplay on its own!

I hope anyone reading this using the server to do the physic or hit detection sees this and seriously considers switching to client!

Only thing to consider is how to do some cheap Validation by the server using the info i sent… but i can figure that out

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