Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Cody Sietz
Bullet Cluster Lokun Listamenn
2955
|
Posted - 2014.04.03 17:32:00 -
[1] - Quote
Some weapons are just not registering or not applying proper alpha damage. This especially happens when trying to shoot a scout I've also noticed.
The weapons that seem to be effected are:
SMG-it just doesn't seem to hit anymore, hipfire or not.
Shotgun-was buggy in 1.7 and still is. Has the hardest time applying dmg to the new suits, I think it may be a hitbox problem. A max prof shotgun of any tier should also take away all shields on anything but a heavy. That is not the case.
Ion Pistol-i don't think I need to explain, but just in case anyone doesn't know, the weapon has horrible hit detection especially when aiming down sight.
Plasma cannon-still buggy, doesn't register proper dmg and now "ghost" like it when it was first introduced.
AR-fine vs everyone except the new scout suits. Should rip through shields, but that is not the case.
These are just my personal as assessments, has anybody else experience this, with these or any other weapons? I'm not talking about other bugs like the FG not firing off, just hit detection problems.
It really seems to happen most when trying to kill a min heavy or Cal scout.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
|
Kasote Denzara
A Vulture
2205
|
Posted - 2014.04.03 17:35:00 -
[2] - Quote
I'll vouch for the Plasma Cannon severely malfunctioning.
"Go ahead and dual tank. My Commando dual ganks." -Kasote Denzara, Uprising 1.7
Long live the Commandos!
|
Bormir1r
Fatal Absolution Dirt Nap Squad.
202
|
Posted - 2014.04.03 17:42:00 -
[3] - Quote
The SMG is fine, but the Shotgun is still buggy.
"One does not simply" look for a scout, it looks for you.
|
Aisha Ctarl
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
4408
|
Posted - 2014.04.03 17:44:00 -
[4] - Quote
Ion Pistol is noticeably buggy hit detection wise.
I could list the ways how we Amarr are better than you, but your lesser mind wouldn't comprehend it.
|
DJINN Loki
137
|
Posted - 2014.04.03 17:51:00 -
[5] - Quote
man, the shotgun is buggy as hell. some shots register a split second after i have fired the weapon. what i mean is, i fire at someone as they are strafing and i land the hit, but they are still moving away from me and then a second later the shot registers and they die. it just feels like there is a delay between when i shoot (on my controller) and when the shot lands (in game). not sure what it looke like on the other end, but i would be pissed if i thought i had dodged the shot and then i die.
word
|
Cody Sietz
Bullet Cluster Lokun Listamenn
2956
|
Posted - 2014.04.03 17:59:00 -
[6] - Quote
Bormir1r wrote:The SMG is fine, but the Shotgun is still buggy. Have you tried the breach? The Proto would rip should shields and armour, now it's like the shots aren't even hitting. It's not the prof nerf, because the 512 and STD SMG still work fine.
@Djinn Loki, yeah I've had this happen a lot as well.
Maybe it shoots tiny plasma cannon rounds? xD
"I do agree with you there though. shudders"
-Arkena Wyrnspire
|
Buster Friently
Rosen Association
2157
|
Posted - 2014.04.03 18:03:00 -
[7] - Quote
I'm willing to bet that, for a given class of weapons, the "hit detection" code is shared. So, for instance, all the hitscan weapons probably share the same "hit detection" code. They are therefore, probably all messed up right now, it's just more noticeable when using certain weapons because of the use case of the weapon.
In short, it's highly likely that hit detection is screwed across the board.
|
Cody Sietz
Bullet Cluster Lokun Listamenn
2956
|
Posted - 2014.04.03 18:04:00 -
[8] - Quote
Buster Friently wrote:I'm willing to bet that, for a given class of weapons, the "hit detection" code is shared. So, for instance, all the hitscan weapons probably share the same "hit detection" code. They are therefore, probably all messed up right now, it's just more noticeable when using certain weapons because of the use case of the weapon.
In short, it's highly likely that hit detection is screwed across the board.
Seems possible, though I don't know how code works.
So I'll take your word for it at th very least.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
|
Buster Friently
Rosen Association
2157
|
Posted - 2014.04.03 18:07:00 -
[9] - Quote
Cody Sietz wrote:Buster Friently wrote:I'm willing to bet that, for a given class of weapons, the "hit detection" code is shared. So, for instance, all the hitscan weapons probably share the same "hit detection" code. They are therefore, probably all messed up right now, it's just more noticeable when using certain weapons because of the use case of the weapon.
In short, it's highly likely that hit detection is screwed across the board.
Seems possible, though I don't know how code works. So I'll take your word for it at th very least.
Well, I haven't seen this game's code, but trust me when I say that programmers never rewrite anything that they don't absolutely have to.
|
Cody Sietz
Bullet Cluster Lokun Listamenn
2956
|
Posted - 2014.04.03 18:10:00 -
[10] - Quote
Buster Friently wrote:Cody Sietz wrote:Buster Friently wrote:I'm willing to bet that, for a given class of weapons, the "hit detection" code is shared. So, for instance, all the hitscan weapons probably share the same "hit detection" code. They are therefore, probably all messed up right now, it's just more noticeable when using certain weapons because of the use case of the weapon.
In short, it's highly likely that hit detection is screwed across the board.
Seems possible, though I don't know how code works. So I'll take your word for it at th very least. Well, I haven't seen this game's code, but trust me when I say that programmers never rewrite anything that they don't absolutely have to. Do you think they could correct it with a hot fix?
Or would this have to be in a patch?
"I do agree with you there though. shudders"
-Arkena Wyrnspire
|
|
Awry Barux
Ametat Security Amarr Empire
1611
|
Posted - 2014.04.03 18:16:00 -
[11] - Quote
Cody Sietz wrote:Buster Friently wrote:Cody Sietz wrote:Buster Friently wrote:I'm willing to bet that, for a given class of weapons, the "hit detection" code is shared. So, for instance, all the hitscan weapons probably share the same "hit detection" code. They are therefore, probably all messed up right now, it's just more noticeable when using certain weapons because of the use case of the weapon.
In short, it's highly likely that hit detection is screwed across the board.
Seems possible, though I don't know how code works. So I'll take your word for it at th very least. Well, I haven't seen this game's code, but trust me when I say that programmers never rewrite anything that they don't absolutely have to. Do you think they could correct it with a hot fix? Or would this have to be in a patch? Hit detection is definitely not a hot-fixable part of the game.
My personal theory is that current hit detection works great for the testers playing on a local server, but doesn't adapt well to increasing network latency- which is not a quick or easy problem to fix.
Respec in 1.8 due to huge battlefield role shift for MinLogi!
All my posts are respec posts (Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+ LockmeBro!
|
Buster Friently
Rosen Association
2158
|
Posted - 2014.04.03 18:17:00 -
[12] - Quote
Cody Sietz wrote:Buster Friently wrote:Cody Sietz wrote:Buster Friently wrote:I'm willing to bet that, for a given class of weapons, the "hit detection" code is shared. So, for instance, all the hitscan weapons probably share the same "hit detection" code. They are therefore, probably all messed up right now, it's just more noticeable when using certain weapons because of the use case of the weapon.
In short, it's highly likely that hit detection is screwed across the board.
Seems possible, though I don't know how code works. So I'll take your word for it at th very least. Well, I haven't seen this game's code, but trust me when I say that programmers never rewrite anything that they don't absolutely have to. Do you think they could correct it with a hot fix? Or would this have to be in a patch?
I have no real idea here, but this may depend on whether the issue is found to be clientside or serverside (or both).
It's highly likely that there isn't a known solution yet. It could be anything from a coding error to network lag to hardware issues realy.
|
Cody Sietz
Bullet Cluster Lokun Listamenn
2957
|
Posted - 2014.04.03 18:44:00 -
[13] - Quote
Ouch, no chance of being fixed in the next week or so huh.
I remember IWS saying there would always be a level of hit detection and lag because of the way the severs communicate with each other. Don't remember why though...
"I do agree with you there though. shudders"
-Arkena Wyrnspire
|
Cody Sietz
Bullet Cluster Lokun Listamenn
2960
|
Posted - 2014.04.04 13:53:00 -
[14] - Quote
Nobody else?
"I do agree with you there though. shudders"
-Arkena Wyrnspire
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |