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Spec Ops Cipher
Seraphim Initiative. CRONOS.
142
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Posted - 2013.07.05 17:11:00 -
[1] - Quote
To hit detection came in 1.2. Basically, if you are moving, you're hitbox size increases ever so slightly. If you are sprinting it is noticeable.
Now this may have been present before the patch, but now it has been exaggerated greatly. There are gaps between objects that you can only walk through, if you sprint, your hitbox is increased and you cannot fit though anymore. It is almost certainly the case with jumping too, but it is difficult to test properly.
So far (on scouts), the increase in size is quite drastic, and the size we are at full sprint is at least bigger than an assault's, I'm developing a way to ascertain the true size,I might manage it later tonight.
I see what you did there, CCP. |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
142
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Posted - 2013.07.05 17:14:00 -
[2] - Quote
Reserved |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
145
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Posted - 2013.07.05 18:52:00 -
[3] - Quote
Son Down wrote:Heres your tinfoil hat. Write "D-U-N-C-E" on it in Sharpie, sit on a tall stool in the corner and behave like the rest of the children. Cripes. Be nice, I'm a software developer and a part time network services technician, I like to think I understand a thing or 2 about this. |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
145
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Posted - 2013.07.05 18:53:00 -
[4] - Quote
Oso Peresoso wrote:Reserved for future trolling. Reserved for witty remark. |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
146
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Posted - 2013.07.05 19:14:00 -
[5] - Quote
mollerz wrote:That would make a lot of sense as far as sticking to things... like when you go to sprint out of a null cannon after hacking it. it becomes like you have moe and curly on your right and left. Yep, I'm trying to find out exacltly how much bigger the frames get. I suspect 1.2-1.4x bigger, but have no proof. |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
149
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Posted - 2013.07.06 09:38:00 -
[6] - Quote
Shotty GoBang wrote:This is interesting stuff, Cipher. +1.
Please keep us posted on the results of your testing. A hitbox increase of 20-40% is something we scouts should take into account.
If your observations are correct, speed tanking in Uprising 1.2 would effectively handicap a Scout, right?
- Shotty Yes, actions such as sprinting and jumping make your hitbox bigger.
So far, I know that sprinting makes the hitbox of a scout bigger than that of an assault walking, but how much past that is difficult to test reliably. I'll find a way though.
It certainly lessens the bonuses of speed tanking, if at speed we become bigger and broader. |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
162
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Posted - 2013.07.06 23:39:00 -
[7] - Quote
Scout suits are bigger than heavies when sprinting. This is ridiculous.
This means assault suits are also bigger than heavies when sprinting. |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
163
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Posted - 2013.07.07 09:46:00 -
[8] - Quote
OZAROW wrote:Thanks for explaining the speed equals hotbox enlargement , people with SMg couldn't even touch me before I rounded a corner zig zagging , maybe take a few but with a suit close to a corner doing 10.36 an jumping a hand rail only to flank an kill the guy I missed worked so well , now being seen means death! Plus the endurance delay nerf an how badly it wears down your speed an how much it takes from one jump is insanity ! It got nerfed so bad other classes have no clue cuz they ve always been to slow to notice a difference plus scouts always have been able to jump everything it's ment too! This has made me so frustrated that it's changed my whole play stratagy an weapon choices. Shotgun bad, knives bad, speed bad so theirs like almost ten million sp friggen wasted.!!! Need new suit new guns feels like starting from scratch even tho I been here as a scout since open beta. Now it's dragonfly assault flux two faylocks joining the fu party! I want my mini back! I understand bro, I'm 17m into minnie scout suits and we have taken a massive nerf. The only way I can go back to being dangerous is using the godlock on it. |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
174
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Posted - 2013.07.08 18:50:00 -
[9] - Quote
Bumpety Bump. Scouts have as big a hitbox as heavies when sprinting. |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
175
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Posted - 2013.07.08 20:53:00 -
[10] - Quote
Sotapopthegrey gay wrote:Spec Ops Cipher wrote:To hit detection came in 1.2. Basically, if you are moving, your hitbox size increases ever so slightly. If you are sprinting it is noticeable.
Now this may have been present before the patch, but now it has been exaggerated greatly. There are gaps between objects that you can only walk through, if you sprint, your hitbox is increased and you cannot fit though anymore. It is almost certainly the case with jumping too, but it is difficult to test properly.
So far (on scouts), the increase in size is quite drastic, and the size we are at full sprint is at least bigger than an assault's, I'm developing a way to ascertain the true size,I might manage it later tonight.
I see what you did there, CCP.
EDIT - Scout suits hitbox is bigger than a stationary heavy when sprinting!
I have not tested assaults but it is likely the same case. shouldn't scouts be sniping? Loooooooooooooooooooool. |
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Spec Ops Cipher
Seraphim Initiative. CRONOS.
175
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Posted - 2013.07.08 21:02:00 -
[11] - Quote
Sotapopthegrey gay wrote:Spec Ops Cipher wrote:Sotapopthegrey gay wrote:Spec Ops Cipher wrote:To hit detection came in 1.2. Basically, if you are moving, your hitbox size increases ever so slightly. If you are sprinting it is noticeable.
Now this may have been present before the patch, but now it has been exaggerated greatly. There are gaps between objects that you can only walk through, if you sprint, your hitbox is increased and you cannot fit though anymore. It is almost certainly the case with jumping too, but it is difficult to test properly.
So far (on scouts), the increase in size is quite drastic, and the size we are at full sprint is at least bigger than an assault's, I'm developing a way to ascertain the true size,I might manage it later tonight.
I see what you did there, CCP.
EDIT - Scout suits hitbox is bigger than a stationary heavy when sprinting!
I have not tested assaults but it is likely the same case. shouldn't scouts be sniping? Loooooooooooooooooooool. oh, maybe the snipers are heavies? Its more likely, better slots and more HP |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
187
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Posted - 2013.07.08 21:58:00 -
[12] - Quote
Shotty GoBang wrote:Cipher,
I'm inclined to think that your theory is valid. My 10.73 proto suit seems easier to hit in full sprint than my 8.01 advanced suit. I can't come up with any explanation for this. Would you mind detailing for us your testing methods and evidence?
Thanks,
Shotty GoBang Yep. Due to lack of easy ways to measure distance on small scales, I got creative.
On the bridge map, there is a gap that I noticed you cannot sprint through, which I thought was odd, so I investigated. Turns out all suits can walk though, but none can sprint through. I know a thing or two about programming, and decided this indicated increasing player profile size with speed. Scout's size is bigger than the gap when sprinting, Heavies can still walk through.
This was enough for me to bring it to the forums, later I tried spraying (with smg) a stationary heavy and scout at 20m, then a sprinting scout and heavy, running in a circle at 20m
The results? The sprinting suits died nearly 50% faster than the stationary ones. This is much fasterthan I expected, because I assumed the shooter would've missed with many bullets on the sprinting characters, which means either my mate is a really good shot - or there is a massive increase in hitbox size.
Worrying.
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Spec Ops Cipher
Seraphim Initiative. CRONOS.
187
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Posted - 2013.07.08 22:08:00 -
[13] - Quote
Daxxis KANNAH wrote:WOW!!!!
So all the time I am trying to get out of a hotspot I am actually easier to hit - couple that with weapon's range increase - ouch.
I was just chalking it up to some really good shots catching me in the back.
Great work Spec, though as Shotty said if you publish your methods you can gain wider support - Hope all of this can be addressed soon so we can get back to being true thorns in the enemy's side. I've been trying to avoid sprinting at enemies since I discovered this and its saved a few suits. Less deaths per match, but using the Godlock from time to time helps too |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
188
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Posted - 2013.07.08 22:29:00 -
[14] - Quote
mollerz wrote:A microwarp drive in eve adds to your signature because your ship is accelerating so fast it increases your mass, thus signature, and thus easier to hit you. the physics of that is questionable, but it's to balance the incredible speed people have to outrun their enemies.
A scout suit is so small and the acceleration/top speed so slow, it would be laughable to balance speed by increasing it's mass like a spaceship weighing hundreds to thousands of tons and traveling 5+k m/s in eve.
Actually the physics of that is fine, assuming the ship is accelerated to near the speed of light, where Special Relativity takes effect, and the mass/length/time whatever seems to increase.
But I'm talking game design, not physics. By the way, gravity on all planets is set at 20N, if anyone cares. |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
188
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Posted - 2013.07.08 23:07:00 -
[15] - Quote
Shotty GoBang wrote:mollerz wrote:A microwarp drive in eve adds to your signature because your ship is accelerating so fast it increases your mass, thus signature, and thus easier to hit you.
@Cipher: Neat testing method . Assuming you are correct, do you think there's an upper-bound to the size of a player's hitbox? In other words, does hitbox size correlate directly with speed, or does hitbox size eventually reach a maximum value (such that more speed does not yield more penalty)? I don't know how you'd test that, but it'd be good to know if that 2nd KinCat is hurting more than helping. @Mollerz: Do you think CPM would be willing/able to chime in on this observation? If Cipher is correct, then folks who are stacking KinCats may be doing themselves more harm than good. - Shotty GoBang Hmm.. This will be difficult to test... I assumed it would have a max increase and it would be at full sprint. I need a scout cannon. Nah I'll just dive out a dropship at full speed 30m off the floor and try hit em... lool |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
188
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Posted - 2013.07.08 23:39:00 -
[16] - Quote
Shotty GoBang wrote:Spec Ops Cipher wrote:I assumed it would have a max increase and it would be at full sprint. So you suspect a static penalty ... for example: Hitbox (stationary) = x Hitbox (walking) = x + 10% Hitbox (sprinting) = x + 40% Rather than a progressive penalty ... for example: Hitbox (stationary) = x Hitbox (walking) = x + 10% Hitbox (sprinting @ 6 m/s) = x + 20% Hitbox (sprinting @ 7 m/s) = x + 30% Hitbox (sprinting @ 8 m/s) = x + 40% Hitbox (sprinting @ 9 m/s) = x + 50% Or a progressive penalty with an upper limit ... for example: Hitbox (stationary) = x Hitbox (walking) = x + 10% Hitbox (sprinting @ 06 m/s) = x + 20% Hitbox (sprinting @ 07 m/s) = x + 30% Hitbox (sprinting @ 08 m/s) = x + 40% Hitbox (sprinting @ 09 m/s) = x + 40% Hitbox (sprinting @ 10 m/s) = x + 40% Or is it possible to tell? It is possible but tricky. Heavies move slow, and they cannot sprint through the gap, but scouts that are fast are in the same boat - also cannot fit. Difficult to test. Need to find a heavy with a sprint speed less than 3, i'll look into it. |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
188
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Posted - 2013.07.08 23:43:00 -
[17] - Quote
Shotty GoBang wrote:Spec Ops Cipher wrote:I assumed it would have a max increase and it would be at full sprint. So you suspect a static penalty ... for example: Hitbox (stationary) = x Hitbox (walking) = x + 10% Hitbox (sprinting) = x + 40% Rather than a progressive penalty ... for example: Hitbox (stationary) = x Hitbox (walking) = x + 10% Hitbox (sprinting @ 6 m/s) = x + 20% Hitbox (sprinting @ 7 m/s) = x + 30% Hitbox (sprinting @ 8 m/s) = x + 40% Hitbox (sprinting @ 9 m/s) = x + 50% Or a progressive penalty with an upper limit ... for example: Hitbox (stationary) = x Hitbox (walking) = x + 10% Hitbox (sprinting @ 06 m/s) = x + 20% Hitbox (sprinting @ 07 m/s) = x + 30% Hitbox (sprinting @ 08 m/s) = x + 40% Hitbox (sprinting @ 09 m/s) = x + 40% Hitbox (sprinting @ 10 m/s) = x + 40% Or is it possible to tell? I need to find a bigger gap. |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
191
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Posted - 2013.07.09 00:48:00 -
[18] - Quote
pseudosnipre wrote:Park some blue LAVs facing each other and adjust gap as necessary. Start with bumpers touching and then backup at smallest measurable, repeatable unit of measure.
Example: smallest button press resulting in movement equals "1". From touch, scout cant fit til "20" and sprinting scout cant fit til "28" between bumpers. Hence 40% increase. Switch suits, rinse, repeat. Good idea, I'll look into it. |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
197
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Posted - 2013.07.09 03:32:00 -
[19] - Quote
mollerz wrote:Shotty GoBang wrote:mollerz wrote:A microwarp drive in eve adds to your signature because your ship is accelerating so fast it increases your mass, thus signature, and thus easier to hit you.
@Cipher: Neat testing method . Assuming you are correct, do you think there's an upper-bound to the size of a player's hitbox? In other words, does hitbox size correlate directly with speed, or does hitbox size eventually reach a maximum value (such that more speed does not yield more penalty)? I don't know how you'd test that, but it'd be good to know if that 2nd KinCat is hurting more than helping. @Mollerz: Do you think CPM would be willing/able to chime in on this observation? If Cipher is correct, then folks who are stacking KinCats may be doing themselves more harm than good. - Shotty GoBang I only started up this convo on here. i don't know the CPM people, or have an in with them. But I have been trying to postively engage them, and even tho none of them play scouts, they seem to be interested enough to engage us back. That's the way it should be, and I am happy scouts are in this position, as opposed to other classses that seem to want to complain more than work with people. Scouts are naturally a patient bunch I would imagine that this is an interesting enough observation, that everyone has eyes on it. It makes sense to me, as lots of times when I am sprinting around in the null cannon (favorite knifer tactic) I get stuck, and have a hard time exiting. sometimes, I even end up inboluntarily crouching as I sprint out of the null canon. that, in particular, is a favorite way to die of mine I've been having a bit too much fun this weekend, but i have an edit of the original post that i need to clean up, and i will post in the CPM thread I will make sure to include this for sure, with a link to this thread. CPM Heinrich made an excellent post in that thread and i actually knifed him last night, so hopefully we got his attention Great stuff, I've been keeping an eye on that thread too. |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
210
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Posted - 2013.07.09 13:00:00 -
[20] - Quote
Atlas Exenthal wrote:This sounds like an interpolation issue, not a *hitbox* thing. Faster moving target -> more interpolation
Back in the counterstrike league days, competition configs had smoothing and interpolation off/negligible so this sort of thing didn't happen. Interpolation doesn't explain why we can't fit through some gaps when sprinting. It doesn't play a part in this. It is likely interpolation is used in dust, but it wouldn't affect this.
The players hitbox is larger than the area it is trying to access by sprinting, but not by walking. Ergo the players model is bigger when sprinting. |
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