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mollerz
Minja Scouts
632
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Posted - 2013.07.08 22:13:00 -
[31] - Quote
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.
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Spec Ops Cipher
Seraphim Initiative. CRONOS.
188
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Posted - 2013.07.08 22:29:00 -
[32] - 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. |
mollerz
Minja Scouts
633
|
Posted - 2013.07.08 22:36:00 -
[33] - Quote
Spec Ops Cipher 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. 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.
hehe.. that is true, but I have a suped up claw that goes 5600or so m/s and that is about as fast as i care to make it for the ISK cost. Far short of anywhere near the speed of light, so I call shenanigans on the physics, but can see the balancing side of it |
Shotty GoBang
Pro Hic Immortalis League of Infamy
255
|
Posted - 2013.07.08 22:49:00 -
[34] - 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.
@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 |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
188
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Posted - 2013.07.08 23:07:00 -
[35] - 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 |
Shotty GoBang
Pro Hic Immortalis League of Infamy
255
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Posted - 2013.07.08 23:14:00 -
[36] - Quote
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 + 15% Hitbox (sprinting @ 7 m/s) = x + 20% Hitbox (sprinting @ 8 m/s) = x + 25% Hitbox (sprinting @ 9 m/s) = x + 30%
Right? |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
188
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Posted - 2013.07.08 23:39:00 -
[37] - 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 -
[38] - 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. |
pseudosnipre
DUST University Ivy League
54
|
Posted - 2013.07.09 00:44:00 -
[39] - Quote
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. |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
191
|
Posted - 2013.07.09 00:48:00 -
[40] - 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. |
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mollerz
Minja Scouts
638
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Posted - 2013.07.09 02:38:00 -
[41] - 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
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
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Spec Ops Cipher
Seraphim Initiative. CRONOS.
197
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Posted - 2013.07.09 03:32:00 -
[42] - 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. |
Atlas Exenthal
mnemonic.
41
|
Posted - 2013.07.09 03:55:00 -
[43] - Quote
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. |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
210
|
Posted - 2013.07.09 13:00:00 -
[44] - 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. |
A B Ablabab
The Unholy Legion Of DarkStar DARKSTAR ARMY
37
|
Posted - 2013.07.09 13:20:00 -
[45] - Quote
Thanks! This explains why you can get hit while already 'around the corner' if you're sprinting, your model is in cover but your hitbox isn't I guess. |
Shotty GoBang
Pro Hic Immortalis League of Infamy
262
|
Posted - 2013.07.09 13:40:00 -
[46] - Quote
Spec Ops Cipher wrote: 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.
Therefore adaptation to 1.2 demands adherence to counter-intuitive commandments:
- I. Thou shalt not employ high-speed evasives.
- II. Thou shalt not attempt high-speed combat maneuvers.
- III. Thou shalt not stack KinCats.
- IV. Thou shalt not mario HMG fatties.
- V. Thou shalt not jump whilst under fire.
- VI. Thou shalt not run for cover (walking to cover is OK, though).
- VII. Thou shalt not sprint in CQB.
- VIII. Thou shalt not sprint in or through confined spaces.
- IX. Thou shalt not envy thy neighbor's sprint speed.
- X. Thou shalt not squander SP on biotics.
In theory, at least.
- Shotty GoBang |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
161
|
Posted - 2013.07.09 14:04:00 -
[47] - Quote
But what about loving your neighbor as yourself - Come on CCP, adhere to the golden rule.
Love your Scouts and Heavies as you love your Logi |
Qn1f3
Seraphim Auxiliaries CRONOS.
19
|
Posted - 2013.07.11 13:18:00 -
[48] - Quote
Shotty GoBang wrote:Spec Ops Cipher wrote: 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.
Therefore adaptation to 1.2 demands adherence to counter-intuitive commandments:
- I. Thou shalt not employ high-speed evasives.
- II. Thou shalt not attempt high-speed combat maneuvers.
- III. Thou shalt not stack KinCats.
- IV. Thou shalt not mario HMG fatties.
- V. Thou shalt not jump whilst under fire.
- VI. Thou shalt not run for cover (walking to cover is OK, though).
- VII. Thou shalt not sprint in CQB.
- VIII. Thou shalt not sprint in or through confined spaces.
- IX. Thou shalt not envy thy neighbor's sprint speed.
- X. Thou shalt not squander SP on biotics.
In theory, at least. - Shotty GoBang
So you're telling me not to dance? I have to evolve my animator-style-dance to cater for the hitbox multiplier!
Impressive work and info, I'll follow this as a die hard Scout! |
Keeriam Miray
Internal Error. League of Infamy
17
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Posted - 2013.07.11 13:38:00 -
[49] - Quote
Confirming from my sniping side, hitting running scouts way easy than heavy standing\shooting with HMG. Was few times in matches against Spec Ops Cipher, hitting you bro was much easier than Big Popa Smurf.
And those backpacks affecting much, headshotting running minmatar\gallente scout 400m away no problem, but aimed to head (not from back, from side) with sniper rifle on sitting stil caldari or minmatar med frame from !!!10m away!!! is problematic to kill |
Vrain Matari
ZionTCD
617
|
Posted - 2013.07.11 14:01:00 -
[50] - Quote
A B Ablabab wrote:Thanks! This explains why you can get hit while already 'around the corner' if you're sprinting, your model is in cover but your hitbox isn't I guess. This can also be explained by high lag. It would be hard to tell them apart in a lot of circumstances - maybe if you were firing bursts periodically to check for lag on you bullet counter.
Thinking about this, our community, devs and players, would be very well-served by a numerical lag indicator(i.e showing milliseconds) being displayed on the hud at all times.
It would go a looong way towards allowing us to diagnose other problems that were not lag-related, and teach us all to recognize what was and wasn't lag.
It would also improve the signal-to-noise ratio on the forums quite a bit.
Why not, CCP? |
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Seymor Krelborn
DUST University Ivy League
128
|
Posted - 2013.07.11 14:07:00 -
[51] - Quote
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.
eve has mechanics like this, with MWDs for example... are you telling me you think CCP is slipping this type of thing into dust under the radar? or are you trolling us for this broken game? |
Shion Typhon
Intara Direct Action Caldari State
126
|
Posted - 2013.07.11 14:07:00 -
[52] - Quote
A B Ablabab wrote:Thanks! This explains why you can get hit while already 'around the corner' if you're sprinting, your model is in cover but your hitbox isn't I guess.
That's just syncing lag, not hitboxes. 2 clients + 1 server.
On your client you see yourself around the corner. Other guy still sees you, shoots, server compares results awards him the outcome because of how it handles syncing. To him it looks like he shot you just before you disappeared. |
Lightning Bolt2
DUST University Ivy League
43
|
Posted - 2013.07.11 21:11:00 -
[53] - Quote
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.
Good work! since Uprising 1.2 I knew CCP made my hitbox bigger from how it felt OZAROW originally told me about the sprint increases hitbox but I never knew how much bigger than a heavy I've been using a mlt caldari assault since 1.2 and I've been finding springing scouts easier to hit than a heavy.... insane CCP YOU HAVE TO FIX THIS!!!
I WANT MY SCOUT BACK I DON'T LIKE SPEEDY HEAVY THAT DIES IN 3 BULLETS!!!
been mad since 1.2 mainly using mlt assaults ( and getting better K/D than in my ADV scout with proto mods ) poor shotgun scouts sneak up on me then thier hit detection screws them SORRY TO ALL SCOUTS OR SHOTTYS (accept assault shotty or logi shotty u deserve 2 die!!!!) I KILL IN MY MLT ASSAULT FIT!!! |
WilliamMurderface Murderface
D3THKLOK
2
|
Posted - 2013.07.11 21:15:00 -
[54] - Quote
I did notice this and I've only played for a cpl weeks... Someone will be shooting at me so i run to get behind cover and somehow I die after already behind cover, it's like my guys hitbox is lagging behind my guy when I run.... It may also be the fact that cover doesn't work very well, I was killed by a tank when I was inside a building and standing next to the wall, he shot the wall from outside, killing me inside. |
ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
265
|
Posted - 2013.07.11 21:32:00 -
[55] - Quote
Your kidding. You have to be. You...YOU LIE! PLEASE TELL ME YOU LIE! |
Lightning Bolt2
DUST University Ivy League
43
|
Posted - 2013.07.11 21:34:00 -
[56] - Quote
ZeHealingHurts HurtingHeals wrote:Your kidding. You have to be. You...YOU LIE! PLEASE TELL ME YOU LIE!
he tells the truth on this tread |
Meeko Fent
Seituoda Taskforce Command Caldari State
254
|
Posted - 2013.07.11 21:37:00 -
[57] - 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? GTFO
You weren't here when SGs were good.
Now SGs are about as common, and as Survivable, as a DS. |
Niuvo
The Phoenix Federation
188
|
Posted - 2013.07.12 18:43:00 -
[58] - Quote
A B Ablabab wrote:Thanks! This explains why you can get hit while already 'around the corner' if you're sprinting, your model is in cover but your hitbox isn't I guess. so thats why i die as i turn the corner? I thought I was well behind cover, guess not. |
Niuvo
The Phoenix Federation
188
|
Posted - 2013.07.12 18:50:00 -
[59] - Quote
Shotty GoBang wrote:Spec Ops Cipher wrote: 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.
Therefore adaptation to 1.2 demands adherence to counter-intuitive commandments:
- I. Thou shalt not employ high-speed evasives.
- II. Thou shalt not attempt high-speed combat maneuvers.
- III. Thou shalt not stack KinCats.
- IV. Thou shalt not mario HMG fatties.
- V. Thou shalt not jump whilst under fire.
- VI. Thou shalt not run for cover (walking to cover is OK, though).
- VII. Thou shalt not sprint in CQB.
- VIII. Thou shalt not sprint in or through confined spaces.
- IX. Thou shalt not envy thy neighbor's sprint speed.
- X. Thou shalt not squander SP on biotics.
In theory, at least. - Shotty GoBang Damn, this is really bad!!!!! This all means we can't have fun and be EFFECTIVE. fix this immeadiately. |
Toyboi
Seraphim Auxiliaries CRONOS.
86
|
Posted - 2013.07.12 19:26:00 -
[60] - Quote
Why no bluepost yet ccp? |
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