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Mieli Sydan
Ultramarine Corp
6
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Posted - 2013.09.05 19:39:00 -
[1] - Quote
I'm normally a shotgunner, but while I waited for SG hit detection to be fixed, I dusted off my AR and joined the hitscan masses for a few days. I'm pretty crap with an AR, but I noticed that I was getting hit registration and kills in a lot of cases where I'm almost certain I shouldn't have. It seems like a lot of fire *around* an enemy will register damage when it appears to the shooter that it should have been a miss. I don't have any video capture hardware, but Pyrex posted a pretty good example of this phenomenon around the 1:40 mark in this video:
http://www.youtube.com/watch?v=6QI4wmuzjmU
He blames aim assist, but it seems more like overly generous hit detection (or maybe latency compensation?) to me. In the video, he misses to the left, then to the right, scores a hit, and then drifts left again, but the hit detection seems to grant him the next couple hits for free after the first one registers, to the point where the killing blow lands after his enemy has gone behind cover. In my experience, the higher the ROF of the weapon, the more this phenomenon manifests; it's particularly noticeable when hip firing in close quarters.
Of course, I post this out of shotgunner self-interest, as I think this may be the biggest issue facing scouts and speed-tanked assaults at the moment. I tested out the SG this morning before I went to work and I'm happy to see that hit detection works again, but it no longer feels like the shotgun is decidedly the best weapon for use in its optimal range because whatever is going on with hit detection and automatic weapons seems to totally negate the defensive benefits of movement speed. |
Mieli Sydan
Ultramarine Corp
8
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Posted - 2013.09.05 21:51:00 -
[2] - Quote
Beren Hurin wrote:I'm pretty sure that the shotgun is hitscan, but applies its damage with some funky formula as a function of the optimal range of the gun, but also the portion of the target that is in the hit area. Hitscan is plagueing the weapon probably too because there is a bit of confusion behind how the animation corresponds with when the gun is applying damage. It doesn't seem to be EXACTLY when you pull the trigger but some kind of delay.
Yes higher RoF weapons don't matter as much with this, but the more 'bursty' weapons like shotgun, pistols, and a charged scrambler, all have to deal with this. They probably all have their unique coding challenges for each weapon.
EDIT: Shotgun fix is apparently still here and this is still a problem. But the point I think remains, that high RoF weapons are more forgiving. And yes, maybe the fix is that the shotgun's 'cone' affect should be a bit more forgiving.
I'm not arguing for buffing the shotgun. I'm arguing that the hit detection system in 1.4 is broken in a way that favors high-ROF weapons and seems to grant hits when most people would all agree that the shot should miss. |
Mieli Sydan
Ultramarine Corp
8
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Posted - 2013.09.05 22:01:00 -
[3] - Quote
Garrett Blacknova wrote:In my experience, the Shotgun in close quarters is once again utterly lethal.
On the first couple of days of 1.4, it was dealing no damage quite often, and it sucked, but now it's performing great, at least for me.
Yes, I agree that the fixed shotgun is roughly on par with the old shotgun. Trigger latency feels longer and the damage falloff/registration seems to be different, but it is once again usable and predictable. However, I believe that hit detection has changed in a way that seems broken and has altered the dynamics of CQC if not in favor of automatic weapons, in a way that the shotgun is no longer decidedly superior in its optimal range. |
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