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Thread Statistics | Show CCP posts - 1 post(s) |
Beyond Creation
The Pyramid Order The Nova Foundry
1
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Posted - 2013.09.04 03:25:00 -
[1] - Quote
In the patch notes of the 1.4 update it was said that problems with hit detection were going to be fixed. Apparently from reading other forums the hit detection is better for weapons like the assault rifle, but the nova knives still fail to do damage quite often on a moving target. With such a fragile suit going into high risk situations to stealthily eliminate targets, how are we to do so effectively when if that target moves when there's the probability of an undetected hit? I ask CCP that you fix this ASAP because it is crucial for a nova knifer to be able to get their kills. |
TranquilBiscuit ofVaLoR
The Kaos Legion
39
|
Posted - 2013.09.04 03:28:00 -
[2] - Quote
Beyond Creation wrote:In the patch notes of the 1.4 update it was said that problems with hit detection were going to be fixed. Apparently from reading other forums the hit detection is better for weapons like the assault rifle, but the nova knives still fail to do damage quite often on a moving target. With such a fragile suit going into high risk situations to stealthily eliminate targets, how are we to do so effectively when if that target moves when there's the probability of an undetected hit? I ask CCP that you fix this ASAP because it is crucial for a nova knifer to be able to get their kills. amen, brother. i hope they fix it soon. |
Lurchasaurus
SVER True Blood Public Disorder.
1465
|
Posted - 2013.09.04 03:30:00 -
[3] - Quote
Beyond Creation wrote:In the patch notes of the 1.4 update it was said that problems with hit detection were going to be fixed. Apparently from reading other forums the hit detection is better for weapons like the assault rifle, but the nova knives still fail to do damage quite often on a moving target. With such a fragile suit going into high risk situations to stealthily eliminate targets, how are we to do so effectively when if that target moves when there's the probability of an undetected hit? I ask CCP that you fix this ASAP because it is crucial for a nova knifer to be able to get their kills.
i agree and the only thing i can say is cut your losses for now.
you are bringing a knife to an aimbot gunfight |
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CCP Wolfman
C C P C C P Alliance
1811
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Posted - 2013.09.04 03:32:00 -
[4] - Quote
Beyond Creation wrote:In the patch notes of the 1.4 update it was said that problems with hit detection were going to be fixed. Apparently from reading other forums the hit detection is better for weapons like the assault rifle, but the nova knives still fail to do damage quite often on a moving target. With such a fragile suit going into high risk situations to stealthily eliminate targets, how are we to do so effectively when if that target moves when there's the probability of an undetected hit? I ask CCP that you fix this ASAP because it is crucial for a nova knifer to be able to get their kills.
We'll take a look at this since the knives use an angle based system unlike the other weapons. I suspect the problem you are having might be related to range. With a target moving in and out of the (quite limited) knife range it could seem like hits aren't registering.
We have been considering the addition of a slight 'rush' forward with melee to help prevent range issues like that. |
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DUST Fiend
OSG Planetary Operations Covert Intervention
6065
|
Posted - 2013.09.04 03:34:00 -
[5] - Quote
CCP Wolfman wrote:We have been considering the addition of a slight 'rush' forward with melee to help prevent range issues like that. That's awesome to hear, so long as it's slight and not easily spammed. |
mr musturd
0uter.Heaven
54
|
Posted - 2013.09.04 03:35:00 -
[6] - Quote
Someone let me know when its fixed, I haven't played in about a month, ill download the patch when they fix the scouts |
Shotty GoBang
Intara Direct Action Caldari State
836
|
Posted - 2013.09.04 03:38:00 -
[7] - Quote
DUST Fiend wrote:CCP Wolfman wrote:We have been considering the addition of a slight 'rush' forward with melee to help prevent range issues like that. That's awesome to hear, so long as it's slight and not easily spammed. Seriously? A guy with the knives snuck up behind. And you want him to be slow at killing you? So you have ample time to respond, right?
Kindly consider factoring suit-weight into lunge distance.
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Maken Tosch
DUST University Ivy League
3944
|
Posted - 2013.09.04 03:41:00 -
[8] - Quote
@CCP Wolfman
The problem is NOT JUST with the range of the knives, it also has something to do with how the quick attacks (non-charged) interrupt the sprint. As I have said elsewhere in the feedback section of the forums, the moment I tap the trigger is the moment my sprint get's interrupted and a slight delay between the tap and the actual quick slash occurs. The combination of both the interruption of the sprint and the slight delay is what causes this problem. |
Maken Tosch
DUST University Ivy League
3944
|
Posted - 2013.09.04 03:43:00 -
[9] - Quote
Shotty GoBang wrote:DUST Fiend wrote:CCP Wolfman wrote:We have been considering the addition of a slight 'rush' forward with melee to help prevent range issues like that. That's awesome to hear, so long as it's slight and not easily spammed. Seriously? Slight? A guy with the knives snuck up behind. And you want him to be slow at killing? Maybe miss if you waddle? So you have ample time to respond, right? Kindly consider factoring suit-weight into lunge distance.
I think he was talking about the melee-spam glitch and the fear of seeing that on a knife. |
Lurchasaurus
SVER True Blood Public Disorder.
1469
|
Posted - 2013.09.04 03:44:00 -
[10] - Quote
CCP Wolfman wrote:Beyond Creation wrote:In the patch notes of the 1.4 update it was said that problems with hit detection were going to be fixed. Apparently from reading other forums the hit detection is better for weapons like the assault rifle, but the nova knives still fail to do damage quite often on a moving target. With such a fragile suit going into high risk situations to stealthily eliminate targets, how are we to do so effectively when if that target moves when there's the probability of an undetected hit? I ask CCP that you fix this ASAP because it is crucial for a nova knifer to be able to get their kills. We'll take a look at this since the knives use an angle based system unlike the other weapons. I suspect the problem you are having might be related to range. With a target moving in and out of the (quite limited) knife range it could seem like hits aren't registering. We have been considering the addition of a slight 'rush' forward with melee to help prevent range issues like that.
having a SLIGHT lunge is freaking fantastic, but do note that it isnt about the enemy being out of range, it is more of a problem of the enemy suddenly backstepping and clipping through us as we try and knife and we miss because they basically are behind us now or simply TOO close. |
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Shotty GoBang
Intara Direct Action Caldari State
839
|
Posted - 2013.09.04 03:49:00 -
[11] - Quote
Maken Tosch wrote: I think he was talking about the melee-spam glitch and the fear of seeing that on a knife.
Good point, Maken Tosch. Apologies, Dust Fiend (if in order). |
Beyond Creation
The Pyramid Order The Nova Foundry
4
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Posted - 2013.09.04 03:52:00 -
[12] - Quote
What I' talking about though is like say someone sees you and you go on them strafing or you sneak up behind someone who moves to the right and you knife them while they're moving. It isn't a range issue because you can clearly see a hit and you know you're close enough for a hit and they just take no damage. |
Lurchasaurus
SVER True Blood Public Disorder.
1481
|
Posted - 2013.09.04 03:54:00 -
[13] - Quote
cant tell you how many times i have swung a knife at a guy, heard the hit sounds for both knives, thenthe guy just turns around and looks at me like a dog with a slight head tilt.... |
ZDub 303
TeamPlayers EoN.
1986
|
Posted - 2013.09.04 03:54:00 -
[14] - Quote
CCP Wolfman wrote:Beyond Creation wrote:In the patch notes of the 1.4 update it was said that problems with hit detection were going to be fixed. Apparently from reading other forums the hit detection is better for weapons like the assault rifle, but the nova knives still fail to do damage quite often on a moving target. With such a fragile suit going into high risk situations to stealthily eliminate targets, how are we to do so effectively when if that target moves when there's the probability of an undetected hit? I ask CCP that you fix this ASAP because it is crucial for a nova knifer to be able to get their kills. We'll take a look at this since the knives use an angle based system unlike the other weapons. I suspect the problem you are having might be related to range. With a target moving in and out of the (quite limited) knife range it could seem like hits aren't registering. We have been considering the addition of a slight 'rush' forward with melee to help prevent range issues like that.
I think they call it 'knife lunging' |
Zekain K
Expert Intervention Caldari State
331
|
Posted - 2013.09.04 03:55:00 -
[15] - Quote
DUST Fiend wrote:CCP Wolfman wrote:We have been considering the addition of a slight 'rush' forward with melee to help prevent range issues like that. That's awesome to hear, so long as it's slight and not easily spammed. Inb4 glitched cross map knife lunges.
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2637
|
Posted - 2013.09.04 04:05:00 -
[16] - Quote
CCP Wolfman wrote:Beyond Creation wrote:In the patch notes of the 1.4 update it was said that problems with hit detection were going to be fixed. Apparently from reading other forums the hit detection is better for weapons like the assault rifle, but the nova knives still fail to do damage quite often on a moving target. With such a fragile suit going into high risk situations to stealthily eliminate targets, how are we to do so effectively when if that target moves when there's the probability of an undetected hit? I ask CCP that you fix this ASAP because it is crucial for a nova knifer to be able to get their kills. We'll take a look at this since the knives use an angle based system unlike the other weapons. I suspect the problem you are having might be related to range. With a target moving in and out of the (quite limited) knife range it could seem like hits aren't registering. We have been considering the addition of a slight 'rush' forward with melee to help prevent range issues like that.
Should give us Nova Katanas...
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Mossellia Delt
Militaires Sans Jeux
124
|
Posted - 2013.09.04 04:09:00 -
[17] - Quote
Wolfman and forumites, Nova knives will NEVER have proper hit detection unless they move from the unreal engine. The unreal engine is VERY VERY VERY well known to have hit detection issues over online games that require CQC because the players hitboxes register as occupying the same space. |
Lurchasaurus
SVER True Blood Public Disorder.
1486
|
Posted - 2013.09.04 04:10:00 -
[18] - Quote
Mossellia Delt wrote:Wolfman and forumites, Nova knives will NEVER have proper hit detection unless they move from the unreal engine. The unreal engine is VERY VERY VERY well known to have hit detection issues over online games that require CQC because the players hitboxes register as occupying the same space.
i dont like you |
BARDAS
DUST University Ivy League
394
|
Posted - 2013.09.04 04:12:00 -
[19] - Quote
CCP Wolfman wrote:Beyond Creation wrote:In the patch notes of the 1.4 update it was said that problems with hit detection were going to be fixed. Apparently from reading other forums the hit detection is better for weapons like the assault rifle, but the nova knives still fail to do damage quite often on a moving target. With such a fragile suit going into high risk situations to stealthily eliminate targets, how are we to do so effectively when if that target moves when there's the probability of an undetected hit? I ask CCP that you fix this ASAP because it is crucial for a nova knifer to be able to get their kills. We'll take a look at this since the knives use an angle based system unlike the other weapons. I suspect the problem you are having might be related to range. With a target moving in and out of the (quite limited) knife range it could seem like hits aren't registering. We have been considering the addition of a slight 'rush' forward with melee to help prevent range issues like that.
"Make is so"
~Captain Jean Luc Picard |
Mossellia Delt
Militaires Sans Jeux
124
|
Posted - 2013.09.04 04:13:00 -
[20] - Quote
Lurchasaurus wrote:Mossellia Delt wrote:Wolfman and forumites, Nova knives will NEVER have proper hit detection unless they move from the unreal engine. The unreal engine is VERY VERY VERY well known to have hit detection issues over online games that require CQC because the players hitboxes register as occupying the same space. i dont like you
Im sorry to be the bearer of bad news, I once worked on an indie game that was a first person brawler and we had to scrap our first run because we used the unreal engine. |
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BLACKSTAR AND TSUBAKI
Band of Assassins
0
|
Posted - 2013.09.04 04:31:00 -
[21] - Quote
CCP Wolfman wrote:Beyond Creation wrote:In the patch notes of the 1.4 update it was said that problems with hit detection were going to be fixed. Apparently from reading other forums the hit detection is better for weapons like the assault rifle, but the nova knives still fail to do damage quite often on a moving target. With such a fragile suit going into high risk situations to stealthily eliminate targets, how are we to do so effectively when if that target moves when there's the probability of an undetected hit? I ask CCP that you fix this ASAP because it is crucial for a nova knifer to be able to get their kills. We'll take a look at this since the knives use an angle based system unlike the other weapons. I suspect the problem you are having might be related to range. With a target moving in and out of the (quite limited) knife range it could seem like hits aren't registering. We have been considering the addition of a slight 'rush' forward with melee to help prevent range issues like that.
omg comando PRO >o< do it fgt and i will love you guys 4eva
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BLACKSTAR AND TSUBAKI
Band of Assassins
0
|
Posted - 2013.09.04 04:36:00 -
[22] - Quote
Aeon Amadi wrote:CCP Wolfman wrote:Beyond Creation wrote:In the patch notes of the 1.4 update it was said that problems with hit detection were going to be fixed. Apparently from reading other forums the hit detection is better for weapons like the assault rifle, but the nova knives still fail to do damage quite often on a moving target. With such a fragile suit going into high risk situations to stealthily eliminate targets, how are we to do so effectively when if that target moves when there's the probability of an undetected hit? I ask CCP that you fix this ASAP because it is crucial for a nova knifer to be able to get their kills. We'll take a look at this since the knives use an angle based system unlike the other weapons. I suspect the problem you are having might be related to range. With a target moving in and out of the (quite limited) knife range it could seem like hits aren't registering. We have been considering the addition of a slight 'rush' forward with melee to help prevent range issues like that. Should give us Nova Katanas...
i have said this b4 but me and others came to the comclusion that to do it right it would be OP tho i would love to go full ninja and see the rise of the samurai |
Driver Cole
Nor Clan Combat Logistics
2
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Posted - 2013.09.04 04:43:00 -
[23] - Quote
I'm all for the idea of a 'rush' for the nova knife, but it has to be a very short distance or else a prototype nova knife user with a 0.8 charge speed could fly across the whole map. |
Shotty GoBang
Intara Direct Action Caldari State
842
|
Posted - 2013.09.04 04:58:00 -
[24] - Quote
Mossellia Delt wrote:Wolfman and forumites, Nova knives will NEVER have proper hit detection unless they move from the unreal engine. The unreal engine is VERY VERY VERY well known to have hit detection issues over online games that require CQC because the players hitboxes register as occupying the same space. Arirana has no issues melee'ing me, as I attempt to shotgun him/her/it. |
Mossellia Delt
Militaires Sans Jeux
126
|
Posted - 2013.09.04 05:01:00 -
[25] - Quote
Shotty GoBang wrote:Mossellia Delt wrote:Wolfman and forumites, Nova knives will NEVER have proper hit detection unless they move from the unreal engine. The unreal engine is VERY VERY VERY well known to have hit detection issues over online games that require CQC because the players hitboxes register as occupying the same space. Arirana has no issues melee'ing me, as I attempt to shotgun him/her/it.
using an exploite that repplicates multiple pings to the server that you are indeed in the space infront of him/her. |
Shotty GoBang
Intara Direct Action Caldari State
842
|
Posted - 2013.09.04 05:09:00 -
[26] - Quote
Mossellia Delt wrote: Im sorry to be the bearer of bad news, I once worked on an indie game that was a first person brawler and we had to scrap our first run because we used the unreal engine.
Regular slash attack could be rewired with higher damage output. Charge could be rewired as a single-target AoE "pounce" with stagger recovery...
Ninja charges pounce once in position. If target is in range on pounce release, animation hones in on target (only one). If target is "pounced" upon, target dies. Ninja "pouncer" is temporarily vulnerable, as he recovers from lunge animation (extracting knives from corpse). If Ninja mistimes his "pounce" or is too far off-target on release, he staggers to regain balance.
So the Ninja must decide how to engage two targets. "If I pounce one, the other will kill me." "But if I first toss this smoke grenade..." |
Mossellia Delt
Militaires Sans Jeux
126
|
Posted - 2013.09.04 05:13:00 -
[27] - Quote
Shotty GoBang wrote:Mossellia Delt wrote: Im sorry to be the bearer of bad news, I once worked on an indie game that was a first person brawler and we had to scrap our first run because we used the unreal engine.
Regular slash attack could be rewired with higher damage output. Charge could be rewired as a single-target AoE "pounce" with stagger recovery... Ninja charges pounce once in position. If target is in range on pounce release, animation hones in on target (only one). If target is "pounced" upon, target dies. Ninja "pouncer" is temporarily vulnerable, as he recovers from lunge animation (extracting knives from corpse). So the Ninja must decide how to engage two targets. "If I pounce one, the other will kill me." "But if I first toss this smoke grenade..."
The AOE MIGHT work, what needs to happen is the player model has to stay in its previous place. The problem occures because the server believes the player model is occupying the same space as the targets player model. |
Niuvo
The Phoenix Federation
438
|
Posted - 2013.09.04 05:42:00 -
[28] - Quote
Please help us devs. If you try it yourself, you'll see that it is very disorienting to knife someone. Everyone can backpeddle at the same speed as they walk forward. I'm trying to use my cqc skills in my favor, but every light weapon is excellent at CQ. They turn to you and spray you as they backpeddle to safety. Let's not mention the mlt grenades.
It's always a reward when I knife someone, but those are far in-between. do I need to add more eHP with adv ferros and adv shields? I know I can kill, but I die to non-sense at crucial moments. It's not that fun. waiting on 1.5, so it can be my turn to play effectively. |
Shotty GoBang
Intara Direct Action Caldari State
844
|
Posted - 2013.09.04 06:28:00 -
[29] - Quote
Niuvo wrote:Please help us devs. If you try it yourself, you'll see that it is very disorienting to knife someone. Everyone can backpeddle at the same speed as they walk forward. I'm trying to use my cqc skills in my favor, but every light weapon is excellent at CQ. They turn to you and spray you as they backpeddle to safety. Let's not mention the mlt grenades.
It's always a reward when I knife someone, but those are far in-between. do I need to add more eHP with adv ferros and adv shields? I know I can kill, but I die to non-sense at crucial moments. It's not that fun. waiting on 1.5, so it can be my turn to play effectively.
^ You see this, CCP. You've reduced to begging this noble and committed Scoutly Assassin :p
On a serious note though, we lower eHP types are being pummeled by aim-assist.
Niuvo, its not your gear, Brother. I ran proto GalScout with lots of HP for the better part of the day. It's as though I'm standing still in militia gear when engaging at decent AR in close quarters. Same goes for ScR, HMG and SMG.
Gets expensive very fast. If things don't turnaround, we'll all be running BPOs for this build. Except for Marauder and Radar, of course. Those guys are rich. Maybe they can sponsor us? |
Quil Evrything
DUST University Ivy League
35
|
Posted - 2013.09.04 19:04:00 -
[30] - Quote
CCP Wolfman wrote:.... I suspect the problem you are having might be related to range. With a target moving in and out of the (quite limited) knife range it could seem like hits aren't registering.
We have been considering the addition of a slight 'rush' forward with melee to help prevent range issues like that.
Personally,i've had the opposite problem, of being TOO CLOSE. (and then overshoot) So to me, simpler/better solution would be to implement "bayonette mode". If you have your knives out and ready, and you run into an enemy, they do damage, reguardless of whether you press an attack button or not. Active stabbing just gets you "more". A bit wierd if you try to directly map it to a specific action in real life. But in real life, if you're trying to kill someone with a knife, and you "run into them", you should be pretty much guranteed a "stab".
Ifyou want to make it a bit limited, then make it so you have to keep holding the R1 or R3 button to get this type of damage.
And/or just add in an "aimbot" for knife. If you have autoaim for guns, aint no way it should be more difficult to hit someone with a knife than a gun, when they're standing right next to you. Particularly when you can (supposedly) move at 150% their speed.
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