Chuckles Brown
248
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Posted - 2014.04.07 10:07:00 -
[1] - Quote
The actual registration of projectile in this is laughable, and simply the worst of any FPS ever made. That can't be argued. However, with the input of Heavy and Light Frames, I've notice some logic loops.
1. Scouts don't actually have a smaller hit box. It seems their is a random numerator inputted into the projectiles. This is why you can shoot a 300HP, but seem to not land a single round. If you record the gameplays and slow them down, simply a certain percentage of the projectiles don't register. Example: You have an AR You fire 20 direct hits into a light frame. 5 of those 20 rounds will be thrown out. Now, those 5 rounds will be in a random succession and without pattern. It may be the first 5 rounds of your fire, or 2 here, 3 there, or 12 hit, 1 miss, 1 hits, 3 miss, 1 hits, 1 miss, 1 hit...
2. With Heavy frames, simply 100% of every projectile will register, as they have a larger frame. They will actually die faster, as the full mathematical DPS of weapon is being applied to them with respective bonues for each end. I noticed this with my Large Blaster Turret. Heavies actually take less projectiles to kill, and die faster than Medium, than Light Frames. When concrete hits are made, Heavies register 100%. Shooting a Scout in the back, while it not moving will still take more TTK than a Heavy frame, despite the vast HP deficit.
Perhaps I'm just wrong. and maybe a blue tag will pop up (even though the devs know I dislike them and I encourage them to stay off my threads) with the answers. This would also explain the myth that a female character has a smaller hitbox, because they simply don't. Graphics and skins aren't applicable to cubic registers underneath.
The official alt of 8213: Other alts are unofficially unofficial
Do you pub, brah?
Latest 8213 Ban Lifted: 07.02.2014
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Chuckles Brown
248
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Posted - 2014.04.07 11:27:00 -
[2] - Quote
Garrett Blacknova wrote:The mechanics behind hit detection and registration have been known for quite some time, and to put it bluntly, you're flat wrong.
The problem is nothing to do with a direct randomised "miss chance" built into lighter suits.
The problem is that you're used to client-side hit detection, and DUST handles everything server-side.
Client-side hit dedection: The server (or host in player-hosted games) just passes information back and forth between players. If you see an enemy and line up a shot on a target, when you pull the trigger, your copy of the game (a.k.a your client) tells the server/host "I fired in this direction. It hit this person" and the server passes on the damage to your victim. In laggy games, the laggy players will fire shots after they should have already been killed, and the server will apply the damage. Non-laggy players will be able to run through an exposed area, but die a few seconds later to shots that were fired by someone who can still see them because of lag.
Server-side hit detection: Instead of letting the (more easily hacked/modded) client to determine everything, DUST handles most things via its server. When you move, your client tells the server, "I'm at X position, moving in Z direction at Z speed" and the server checks the details based on your suit's capabilities, then reports back to you saying "you end up here" - sometimes you'll get teleported from one place to another if the server doesn't verify a turn you made, or decides your client had you moving too fast or sprinting for longer than your stamina will allow. When it comes to firing, all your client provides is your position, the direction of your shot, and a timestamp. When the line produced by a hitscan weapon meets a target, that target has damage applied by the server. If the server and your client see an enemy in two different positions, it doesn't matter how many bullets you fire or how "perfect" you THINK your aim is. What matters is that THE SERVER doesn't see the target in the same place.
Aim assist throws a spanner in the works a little, because it adjusts your aim to match the server's detected hitbox, rather than your client's rendered character model. As a result, you'll occasionally see your aim focusing a short way ahead of (or behind) a moving target to match what the server is seeing rather than focusing on what your game client is rendering.
1. I'm well aware how each type of connection works, so thanks for stating the obvious. EXCEPT, that you're actually 100% wrong. P2P works the exact same as as P2S. just a different route in Port-80... as a former professional gamer I'm kind of expected to know how these things work. Sorry. But E for Effort.
2. I'm not talking about hit detection, so if you're trying to sound intelligent, try re-reading what i posted then reply with a proper response. I'm talking about hit registration, not hit detection.
This random registration has been in the game since day one. Hence why the Duvolle had "better" hit detection than a GEK-38 when used in the exact same circumstances. Hence why ion pistols miss when they are buried into the chest of an opponent. (Moody just posted a video of that 2-days ago). You may want to go back and skim where I mentioned the part of stagnant targeting...
Glad you wasted your time typing all that, and I hope you feel clever, but sadly you missed the point, because like everyone on these forums, you substitute what you think, because critically thinking escapes you. Luckily you can just always edit your post to join the conversation.
The official alt of 8213: Other alts are unofficially unofficial
Do you pub, brah?
Latest 8213 Ban Lifted: 07.02.2014
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