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Quack Man
Villore Sec Ops Gallente Federation
18
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Posted - 2012.06.30 01:02:00 -
[1] - Quote
There have been more than a few instances in which I have been 20-30 meters away from a STATIONARY or BARELY MOVING HAV/Dropship, nail it with my Forge Gun, but no hit is registered.
I've noticed that this usually happens when I peek out around a building or hill to fire my shot, so to counteract this I must completely reveal myself and make sure that there are no obstacles to the left or right of me before I fire. So I guess my Forge Gun is a wimp, and the intimidating hills/buildings scare it into firing blanks.
Is anyone else experiencing Forge Gun hit detection problems?
And yes, I actually have the aforementioned vehicles in my sights when I fire the shot. |
powdemonic
Edimmu Warfighters Gallente Federation
0
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Posted - 2012.06.30 01:06:00 -
[2] - Quote
ive fired a few blanks too giggidy giggidy goo lol |
Bzeer
MG GROUP
41
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Posted - 2012.06.30 02:23:00 -
[3] - Quote
hit detection seems to be an ongoing issue for every weapon. Though it's more pronounced or snipers, and forge gunners because they are the closest to one shot one kill weapons. I'm thinking a lot of it is caused by latency, in that it appears to you that you shot the guy, but it appears to the guy who shot at that you just missed. It seems like instead of the server acting as a referee in favor of the person who's client scored a hit, it often favors the person's client who detected the munition arrived too late. I think I've played a few games where the hit detection managed that kind of lag by allowing the hit later in the progression instead of disregarding the point... allowing for ghost or latent damage. I'm not sure which is worse, seeing the person I'm shooting at get a pass (as his shields light up and do nothing) knowing it would have been a kill shot, or finding myself dying repeatedly because latent damage finally catches up to me. I think the way dust is currently working is that if one scores a hit, and the other doesn't, the server says try again. Another pain related to this is missile turrets, you might fire at something, and the missile appears to go in a completely different direction. I'm wondering if ccp can't use some of their TIME dailation properties from eve (that deals specfically with lag) to counter this stuff in the fps dust. |
Brick Schitthawse
Crux Special Tasks Group Gallente Federation
17
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Posted - 2012.06.30 03:13:00 -
[4] - Quote
+1
I really hate that the missiles almost seem to curve off when firing. I find it more pronounced when the vehicle is moving. It's almost as if there is a slight delay from when you fire to when the missile is released, but the missile goes in the direction when the trigger was pulled, not when it left the turret. |
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