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Thread Statistics | Show CCP posts - 4 post(s) |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2150
|
Posted - 2013.07.20 07:46:00 -
[1] - Quote
Edit: Posted in General Discussion as its not necessary a Bug. Yet.
Tests were conducted on a domination match on North American servers (both testers are resident) on Skim Junction.
Precursor:
This is an issue chalked up and reported here: https://forums.dust514.com/default.aspx?g=posts&t=92132&find=unread
The purpose of this thread is to lay down the ground work for a testing base contributing to this phenomenon. As such, we've ruled out two direct concerns previously brought up.
A.) That this is a map error in Spine Cresent. Common belief is that this phenomenon only occurs in a small gap at objective Alpha on the bridge. Videos show this is not the case.
B.) That this is associated with Lag. Being as we were on North American servers, this should not have been the case and even in a high latency environment testing would inevitably come out the same due to testing procedures.
What we concluded is that while the hit box may not grow larger - something CCP states there are mechanics that could possibly occur in this manner - something IS happening to prevent the Scouts adequate access through previously passable locations when they sprint. More so than a Heavy, as we'll get to in a later video.
Test A - Scout with base movement speed
http://m.youtube.com/index?client=mv-google&rdm=ticq73hf#/watch?v=DjRe7iWl22A&feature=plcp
Test B - Scout with Two Enhanced Kin Cats
http://m.youtube.com/index?client=mv-google&rdm=ticq73hf#/watch?v=EQ5kOiqEYG4&feature=plcp
Test C - Scout with Two Militia Armor Plates
http://m.youtube.com/index?client=mv-google&rdm=ticq73hf#/watch?v=IfUOdBn6Qt8&feature=plcp
Test D - Heavy with One Enhanced Kin Cat
Warning: Includes crude speech from recorder due to disbelief as the Heavy's elbows barely clipped through the bumpers.
http://m.youtube.com/index?client=mv-google&rdm=ticq73hf#/channel/UC1DQd-dmONpNZJfO8fnnJGA?feature=guide
In Conclusion
While this does not necessarily prove that a Sprinting Scout is easier to hit due to hitbox increase, it does invariably prove that ALL suits are less agile when sprinting as the collidable objects are very much more noticable. Turning corners, trying to squeeze through tight spaces and running past players/objects is difficult to manage when sprinting because of this oddity, whatever the case may be.
So does sprinting decrease a Scouts survivability? Thats still up for debate. If you guys have any other thoughts on how to more accurately gauge this, feel free to suggest something to us and we'll do what we can. |
Xocoyol Zaraoul
Superior Genetics
832
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Posted - 2013.07.20 07:50:00 -
[2] - Quote
I think it might be due to the arms sticking out more during the run animation, might just be me. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2151
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Posted - 2013.07.20 07:54:00 -
[3] - Quote
Xocoyol Zaraoul wrote:I think it might be due to the arms sticking out more during the run animation, might just be me.
Animations usually dont have much affect on collision detection in that manner, but its possible and it could very easily be perceived as an increase in hit box detection. Something we'll test later.
Even so, probably shouldnt be more than a heavy on the outer edges |
CommanderBolt
A.N.O.N.Y.M.O.U.S. League of Infamy
92
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Posted - 2013.07.20 08:00:00 -
[4] - Quote
You went to the trouble of setting up all this? Fair play my friend.
I can speak from experience when I thought I have missed somebody when shooting, only for them to try and sprint away and die. It seems magic bullets curve and follow the enemy .... :S
(Happens sporadically but quite rare) |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2152
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Posted - 2013.07.20 11:09:00 -
[5] - Quote
CommanderBolt wrote:You went to the trouble of setting up all this? Fair play my friend.
I can speak from experience when I thought I have missed somebody when shooting, only for them to try and sprint away and die. It seems magic bullets curve and follow the enemy .... :S
(Happens sporadically but quite rare)
Yes we did, and were willing to go much further provided theres questions to be answered |
Nack Jicholson
DUST University Ivy League
26
|
Posted - 2013.07.20 11:31:00 -
[6] - Quote
Why are the links to mobile youtube? |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2153
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Posted - 2013.07.20 11:56:00 -
[7] - Quote
Nack Jicholson wrote:Why are the links to mobile youtube?
I dont have a PC, had to upload with my phone. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
655
|
Posted - 2013.07.20 12:12:00 -
[8] - Quote
Hm, this reminds me. There's this one ladder on the Orbital Artillery Outpost that leads to pretty much a dead end on the rooftop, but I was always able to squeeze through the this small gab on the right side no matter what suit I was wearing back in Chromosome. Ever since Uprising, no matter what suit I wear I cannot squeeze through it anymore regardless of whether I'm walking or sprinting. Not sure if this is related or not.
I have also noticed on several accounts I would fire a charged scrambler rifle at a sprinting enemy that would miss clearly behind the enemy, yet it would register as a hit regardless. I always racked this up to "lag" but never experienced any lag at all with anything else during these matches. |
Django Quik
R.I.f.t
1005
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Posted - 2013.07.20 12:23:00 -
[9] - Quote
I think I recall a dev at some point noting that hitbox is not the same as the collision detection... so, you could well be correct in that the environmental collision detection on the models increases but not necessarily the hitbox. That's just a possibility - I'm not denying your conclusions, just playing a little devil's advocate.
In either case, it's definitely something that needs some deep dev investigation. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2154
|
Posted - 2013.07.20 12:36:00 -
[10] - Quote
Django Quik wrote:I think I recall a dev at some point noting that hitbox is not the same as the collision detection... so, you could well be correct in that the environmental collision detection on the models increases but not necessarily the hitbox. That's just a possibility - I'm not denying your conclusions, just playing a little devil's advocate.
In either case, it's definitely something that needs some deep dev investigation.
Interesting. Still, increased COLLISION detection shouldnt occur from sprinting, at least in my opinion. If we're sticking with this fast paced theme then weneed to be able to move without outside influence getting in the way. |
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Maken Tosch
DUST University Ivy League
3433
|
Posted - 2013.07.20 13:13:00 -
[11] - Quote
Good to see that there is visual evidence on the matter. More confirmation that the hit box increases with speed. |
Lightning Bolt2
DUST University Ivy League
72
|
Posted - 2013.07.20 16:55:00 -
[12] - Quote
+1 Good work! more people are getting aware of this problem, I can use a MLT AR fit and it feels very easy to hit scouts, even if I miss by 5 feet! |
mr musturd
A.N.O.N.Y.M.O.U.S. League of Infamy
46
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Posted - 2013.07.20 19:48:00 -
[13] - Quote
Bump |
Iron Wolf Saber
Den of Swords
6304
|
Posted - 2013.07.20 19:49:00 -
[14] - Quote
Collision Model =/= Hit box. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2164
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Posted - 2013.07.20 22:44:00 -
[15] - Quote
Iron Wolf Saber wrote:Collision Model =/= Hit box.
Right, we've brought this up in the original post. Either way, its proven that its more difficult to sprint through an area with collidable objects. |
DUST Fiend
OSG Planetary Operations Covert Intervention
5337
|
Posted - 2013.07.20 23:02:00 -
[16] - Quote
Aero Yassavi wrote:Hm, this reminds me. There's this one ladder on the Orbital Artillery Outpost that leads to pretty much a dead end on the rooftop, but I was always able to squeeze through the this small gab on the right side no matter what suit I was wearing back in Chromosome. Ever since Uprising, no matter what suit I wear I cannot squeeze through it anymore regardless of whether I'm walking or sprinting. Not sure if this is related or not.
I have also noticed on several accounts I would fire a charged scrambler rifle at a sprinting enemy that would miss clearly behind the enemy, yet it would register as a hit regardless. I always racked this up to "lag" but never experienced any lag at all with anything else during these matches. I have a video clip of this floating around somewhere. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
676
|
Posted - 2013.07.21 00:03:00 -
[17] - Quote
Iron Wolf Saber wrote:Collision Model =/= Hit box. Even so, sprinting shouldn't increase the collision model which we now have proof that it does. |
Shotty GoBang
Pro Hic Immortalis League of Infamy
376
|
Posted - 2013.07.21 01:23:00 -
[18] - Quote
Iron Wolf Saber wrote:Collision Model =/= Hit box.
Something's still up, CPM_Saber.
Most Scouts will tell you that they're better off walking to cover than running for cover since 1.2. This sounds ridiculous but it is absolutely the case. There's also the matter of us becoming sniper candy overnight with 1.2; we used to be tough targets while zig-zagging at 10 m/s. It's not a collision model tweak that turned my speed tank into a bullet magnet. Something's up.
- Shotty GoBang
PS: Thanks for checking in on us. o7 |
Shrapnels
The Order 1886
214
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Posted - 2013.07.21 01:30:00 -
[19] - Quote
I hope you CLUELESS idots realize that ALL Hit-Boxes were made to be ALL the SAME NO Matter what Suit your using now. CCP did this with the patch-release of the Commando suit.
ALL hit-boxes are NOW the Same and the Standard is the Assault suit or "Medium" category in the Market tab.
The Heavy suit had there Hit-boxes REDUCED.
The Light suit had them INCREASED. |
Shotty GoBang
Pro Hic Immortalis League of Infamy
377
|
Posted - 2013.07.21 01:35:00 -
[20] - Quote
Shrapnels wrote:I hope you CLUELESS idots realize that ALL Hit-Boxes were made to be ALL the SAME NO Matter what Suit your using now. CCP did this with the patch-release of the Commando suit.
ALL hit-boxes are NOW the Same and the Standard is the Assault suit or "Medium" category in the Market tab.
The Heavy suit had there Hit-boxes REDUCED.
The Light suit had them INCREASED.
How 'bout the hitbox of a Death Taxi Driver?
Death Taxi Driver reports being hit by turret fire w/out Line of Sight while on the move: https://forums.dust514.com/default.aspx?g=posts&t=94426&find=unread
Cmdr Wang says "This is by design. Drivers are taking damage as intended." https://forums.dust514.com/default.aspx?g=posts&t=34746&p=3
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2171
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Posted - 2013.07.21 01:35:00 -
[21] - Quote
Shrapned wrote: hope you CLUELESS idots realize that ALL Hit-Boxes were made to be ALL the SAME NO Matter what Suit your using now. CCP did this with the patch-release of the Commando suit.
ALL hit-boxes are NOW the Same and the Standard is the Assault suit or "Medium" category in the Market tab.
The Heavy suit had there Hit-boxes REDUCED.
The Light suit had them INCREASED.
I always wonder how people become so alphanumerically violent and Ive chalked it up to bad parenting. or schools. dunno.
Either way, calm down and post constructively so that we know who the hell youre talking to, then post the evidence of your theory. kthnxbai. |
Thor Odinson42
Molon Labe. League of Infamy
681
|
Posted - 2013.07.21 01:38:00 -
[22] - Quote
Shrapnels wrote:I hope you CLUELESS idots realize that ALL Hit-Boxes were made to be ALL the SAME NO Matter what Suit your using now. CCP did this with the patch-release of the Commando suit.
ALL hit-boxes are NOW the Same and the Standard is the Assault suit or "Medium" category in the Market tab.
The Heavy suit had there Hit-boxes REDUCED.
The Light suit had them INCREASED.
I hope your playstation catches on fire tonight. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2171
|
Posted - 2013.07.21 02:18:00 -
[23] - Quote
Quick update with some more findings.
Query: How much room does a Scout need to sprint through a gap? Test Method: Used a compact nanohive (2.0m radius) to judge distance between two LAVs and steadily increased the gap width until the Scout could successfully pass through undetered.
Results: 1.0m clearance is required for sprinting th as little as a 0.5m space for walking. With this we can assume adequate space needed, when sprinting, on either side, is a 25% increase approximately. Sprinting causing a noticable increase in collision occurrences and, if space is tight, will cause the player to 'glide' along collision edges or outright stop if approached head on.
Query: Is there a difference in necessary clearance for a Heavy, as compared to the results fromthe Scout? Test Method: Same instances as previous testing, simply changed suit.
Results: Clearance necessity was equal to that of a Scout and all suits therein. A Heavy cannot clear an object that a Scout cannot and vice versa. Data is inconclusive as results were largely thesame.
Query: Does this phenomenon attribute to the notorious map issue(s) in which the player is caught in 'quicksand'? Test Method: Area in map where player gets 'snared' was located and tested with variety of suits with variety of conditions.
Results: This was found to be almost entirely due to small hills having sides that are too steep, rather than invisible objects colliding with the player. While tests are inconclusive as we were unable to test all 'map snares', we are convinced this is unrelated.
Testers: CeeJ Mantis, Harlequin 13 and mr mustard
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Maken Tosch
DUST University Ivy League
3436
|
Posted - 2013.07.21 02:26:00 -
[24] - Quote
I have a quick question.
After re-reading the OP, how were you able to determine that the hit box doesn't increase with the collision box? |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2171
|
Posted - 2013.07.21 02:37:00 -
[25] - Quote
Maken Tosch wrote:I have a quick question.
After re-reading the OP, how were you able to determine that the hit box doesn't increase with the collision box?
We didn't, I carefully suggested that it's still under the maybe category as the only way to test is live fire. We did, however, prove it was not related to a certain map or object and it applies to everything in the environment. |
Azri Sarum
BurgezzE.T.F
62
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Posted - 2013.07.21 03:36:00 -
[26] - Quote
Aeon Amadi wrote:Maken Tosch wrote:I have a quick question.
After re-reading the OP, how were you able to determine that the hit box doesn't increase with the collision box? We didn't, I carefully suggested that it's still under the maybe category as the only way to test is live fire. We did, however, prove it was not related to a certain map or object and it applies to everything in the environment.
Any thoughts on how to test the hit box?
The only thought I have atm is to have a sniper lined up behind your scout as it walks/runs forward. Have them run along the edge of a flat building edge to give a nice straight line. Have the sniper aim out to the side and slowly walk the crosshair in until hits are registered. Use hives to mark distances so you fire at the same distance every time. |
Shotty GoBang
Pro Hic Immortalis League of Infamy
378
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Posted - 2013.07.21 04:18:00 -
[27] - Quote
Azri Sarum wrote: Any thoughts on how to test the hit box?
Could place a shooter (x) with an AR alongside a crate. Scout (y) sprints straight forward at high speed while shooter fires straight ahead. Shooter AR dispersion should hit the crate, so if scout takes hits w/out line-of-sight, then his hitbox has be expanding.
. .y . .|---------| .|---------| .|---------| .|---------| x |
pseudosnipre
DUST University Ivy League
78
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Posted - 2013.07.21 06:44:00 -
[28] - Quote
Shotty GoBang wrote:Azri Sarum wrote: Any thoughts on how to test the hit box?
Could place a shooter (x) with an AR alongside a crate. Scout (y) sprints straight forward at high speed while shooter fires straight ahead. Shooter AR dispersion should hit the crate, so if scout takes hits w/out line-of-sight, then his hitbox has to be expanding. . .y . .|---------| .|---------| .|---------| .|---------| x I like. However i would suggest using a laser rifle for a tighter damage corridor.
Now we just have to find someone who actually respecced into them. |
Maken Tosch
DUST University Ivy League
3436
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Posted - 2013.07.21 07:43:00 -
[29] - Quote
This is why we need dedicated training areas. |
Morathi III
Pro Hic Immortalis League of Infamy
150
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Posted - 2013.07.21 07:55:00 -
[30] - Quote
All hit box are now the same..... So the scout is nerfed in 1.2. I hope the dev come and play the game with the super proto gallente scout! The best suit in the game! We know at least why they only give free Gallente scout suit in their event |
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