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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
DaOpa Magi
Static Corp
2
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Posted - 2013.02.07 06:12:00 -
[1] - Quote
Greetings,
Today I started playing a Sniper on a alt character slot and started noticing many instances were shots dont appear to be registering.
I'm not sure if I'm just really bad or would there be more into this experienced by other Snipers.
Can any other sniper type provide some intel, feelings towards hitting targets and nothing happening?
I can show video examples, maybe there is something people have that soak up first damage that I'm not aware of....
Here is one really good example video clip: http://www.twitch.tv/daopa/c/1904129
If you notice I totally hit that guy in the head, but nothing seem to happen or maybe my eyes are failing me and i missed?
What says you ...
Thanks for reading and any comments provided. |
Sleepy Zan
Internal Error. Negative-Feedback
2047
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Posted - 2013.02.07 06:19:00 -
[2] - Quote
It appears you have it like i do. Try aiming further toward their back when you are facing their side. |
crazy space 1
ZionTCD Legacy Rising
879
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Posted - 2013.02.07 06:50:00 -
[3] - Quote
http://www.youtube.com/watch?v=y_RQlNCw948
watch this |
Jack McReady
A.C.M.E Corp
71
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Posted - 2013.02.07 08:34:00 -
[4] - Quote
btw, this is not a sniper issue only. often I sneak up to someone that is NOT MOVING, I line up my SMG/Scrambler and start to shoot him and half of the hits are not registering... this happens too often. |
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CCP Eterne
C C P C C P Alliance
759
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Posted - 2013.02.07 09:07:00 -
[5] - Quote
Moving from General Discussion to Technical Support/Bugs. |
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Road Hawk
Phantom Universe Task Force
13
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Posted - 2013.02.07 14:39:00 -
[6] - Quote
this is a known issue since last Year in July/August
the is a problem with the Hitbox .
CCP is working on it ,but i also cant understand why a solution need so long |
Sentient Archon
Red Star.
690
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Posted - 2013.02.07 17:38:00 -
[7] - Quote
Yep its failing. I pumped 23 bullets of my tac into this dude in plain sight. It showed its shields fluctuate but no death. I just change my map position so that he doesnt hit me. Its bad. |
Starfire Revo
Subdreddit Test Alliance Please Ignore
25
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Posted - 2013.02.07 19:02:00 -
[8] - Quote
Had the same thing earlier today http://www.youtube.com/watch?v=DysJGPfxPEA |
Morph Kni
Shadows United TACNET
2
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Posted - 2013.02.07 19:11:00 -
[9] - Quote
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. |
KalOfTheRathi
CowTek
168
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Posted - 2013.02.07 20:15:00 -
[10] - 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. |
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Don Von Hulio
UnReaL.
90
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Posted - 2013.02.08 01:03:00 -
[11] - Quote
To post above.
I thought they removed bullet physics, so technically it doesnt shoot "rounds". This games gun play is more like over the top laser tag.... with people covering their sensors to cheat. |
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