KalOfTheRathi
CowTek
168
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Posted - 2013.02.07 20:15:00 -
[1] - Quote
Morph Kni wrote:Actually my snipin is working great. 99% hit. However every other gun, I notice when I am up close it misses a random % of the shots, but they all register. So Ill shoot someone, and empty a whole clip and they will be flashing and flashing with them all registering, and In the end i do maybe 8dmg? 10dmg sometimes? Doesnt matter which gun either. Gek, 82HMG , whatever. That is actually a different issue, just for your information.
Hit boxes are the magic outline that determines if they should check for a hit. DUST must have at least two as head shots are critical hits and will OHK plus does not allow reviving.
You are experiencing a different part of game engine programming. As each round leaves your weapon it moves toward the target and a random number is generated to determine if it is a hit or not. A percentage of all shots will miss.
A single head shot at the correct range against the correct target with the correct damage will take the target out with one shot If the round hits the head's hit box. Any of those being off a bit and the target might lose shields and most of their armor but not drop.
Multiple shots are handled, normally, by a slightly different solution. Each pellet for a shotgun can get the math done on it or the total can be reduced and the math can be done once. But weapons that fire many rounds in succession will need each one to be handled*.
There are many ways to show the results of all those numbers. If you hit the target but missed the actual hit box the programmer could flash the shield, maybe because the shield deflected the shot or it grazed the shield but didn't damage it. Their justifications are rarely known unless you can read the code and design documents. Maybe the game lore about how the shields actually work will explain why the flash registers without a hit.
HMGs in particular have a high miss ratio which is why the dispersal is an important value to control as the size of the cone containing the rounds determines how many round should even be checked to see if they hit. AR Operation decreases kick as the more kick the more rounds automatically miss with no math needing to be done on them.
To improve your hits, always aim. With guns that allow it. HMG doesn't allow the L1 to make a difference as far as I know.
This is saying nothing about the fact that each round might have a range of damage it can do which will make the results more realistic and more difficult to guess what the result should be. Again, we don't have that information.
TL;DR A percentage of all rounds will miss.
*which will explain why firefights will cause lag. The CPU has to work much harder to resolve all those rounds. |