Taco Dropsuit
Seituoda Taskforce Command Caldari State
20
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Posted - 2012.08.19 13:05:00 -
[1] - Quote
Garrett Blacknova wrote:Mo Gallas Gentralde wrote:You're right, its not a hit detection issue because the scouts can outrun the bullets. what? No, they CAN'T. You're aiming AT them when you need to be aiming IN FRONT of them (in the sense of movement direction, not aim direction). So it's pretty much a learn to aim issue. The bullets COULD do with travelling faster (they're already faster than a Scout suit though, so not sure WTF you think you're trying to babble about there), and there ARE still occasional hit detection issues where shots trigger a target's shield animation, but continue through the target and deal no damage. That's NOT the issue you're describing though, and as a frequent Scout player myself, I have no problems killing Scouts whether I'm one or not, unless they legitimately outplayed me or forced me to fight how THEY want instead of letting me control the fight. Engage your enemy at a range that gives YOU the advantage, instead of the target. If you can't do that, you deserve to die.
You make no sense, do you know what hit detection is? In game development, the server runs the real simulation and feeds the clients information about the scenario state.
Due to lag, the client is always behind, it displays what makes sense to him but on the server side, the enemy might just be in a different spot. When the lag is low enough, the client can afford to "smooth" the other player's movements, but that's just a rough guess.
In worse scenarios, movement is jumpy, the client just can't cope with what the server is feeding back.
The enemy's hit box is the location where the server has the enemy, you don't see the hit box, you see what your client tells you.
Saying "you have to shoot ahead" only applies to VERY SLOW projectiles, regular projectiles don't even have a "flying speed', they're "instant hit", which is a lot easier for the server as it doesn't have to keep the state of a moving projectile.
You clearly don't know what you're talking about. |
Taco Dropsuit
Seituoda Taskforce Command Caldari State
20
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Posted - 2012.08.19 13:34:00 -
[2] - Quote
Garrett Blacknova wrote:Taco Dropsuit wrote:Saying "you have to shoot ahead" only applies to VERY SLOW projectiles, regular projectiles don't even have a "flying speed', they're "instant hit", which is a lot easier for the server as it doesn't have to keep the state of a moving projectile.
You clearly don't know what you're talking about. Except that YOU clearly don't know what you're talking about, because "instant hit" means "hitscan" and this game DOESN'T use hitscan for most of its weapons, which is WHY so many people who can't lead their shots think there are hit detection issues that aren't really there. Bullets from ARs, SMGs, etc. are NOT hitscan in this game (at least in the current build), and they DO have travel time, and you DO have to lead your shots to account for that fact.
Do you have a source to back that up?
Doing that would be heavy on the server and they have to optimize every bit to even be able to include a 4v4 map.
Making games is not an easy task, buddy.
No hitscan at all? yea right. |