Ever wondered why you shoot the enemy first in Call of Duty: Black Ops 6 and lose just because the game wants it to be that way? It’s not every time that it happens, most of those attempts are missed shots if we take a look at every instant-replay clip. However, there’s no denying that Call of Duty: Black Ops 6 has netcode issues right now.
One of the very important reasons why XDefiant couldn’t live up to being that “CoD Killer” everyone was talking about was its poor server netcoding. Basically what it means is that your shots do not get registered on the enemy, even though you’ve directly hit them right in the head. The same situation is happening in Black Ops 6 Multiplayer right now.
A post by Belial768 shows how bad the netcoding of Black Ops 6 Multiplayer servers can get. You can see that the enemy player is bleeding and the shot has literally been a hit. But, well, everything goes on like nothing happened. This scenario is something that almost all of us have experienced without noticing every time.
In most cases, you’re shooting an opposing player and think they’re dead after hitting 6-7 shots. But right after getting your finger off the trigger, you see them running and jumping around like a lamb. That’s where you realize something is rigged here, as some of your shots are not registered on the target thanks to the Black Ops 6 netcoding issues. The same goes for when you run behind a cover and still get hit and die just because.
As of writing, this headache has not yet been addressed by the developers or Activision. Such an issue wasn’t so strongly present in the past couple of years in Call of Duty, and it’s assumed to be fixed soon.