Pages: 1 2 [3] 4 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2218
|
Posted - 2013.07.24 19:36:00 -
[61] - Quote
Based on the evidence shown in these two videos (sorry for being a **** poor shot with a tactical - not much experience with it) its safe to assume that increased speed DOES impact hit box lag quite significantly.
Test conducted using similar experiment modifiers as before, with nanohives forming a track. We increased the spacing between them from 5m to 10m to have more of a variable toward angle of fire, with subjects being easier to hit as they ran 'away' with their back facing the shooter. The theory for this being that being as the hit box is behind them, its much easier to hit without the collision box being in the way, but more onthat in a moment.
For this test, being almost entirely about speed, the heavy was loaded down with complex armor plates and the scout used enhanced kinetic catalyzers.
This did spawn a new theory however, one that will take significantly more time to research, in that a projectile striking a targets collision box will cancel out a round. This is largely due to the 'shield flicker' from hitting a target directly but receiving no hit indicator, an issue many Snipers faced pre-chromosome. What we have noticed however is that it will actually prevent the round from continuing on to the hitbox. This is also why targets in CQC may seem like they are being hit (shield flicker/sparks flying off of armor) but not receiving damage.
One thing is for certain though and that is that it is easier to gauge the hitbox placement on a slower target than it is a faster one, needing multiple tests to estimate the placement on the scout.
Heavy Hit Box Lag Test - http://m.youtube.com/?reload=9&rdm=tmj34105#/home
Scout Hit Box Lag Test - http://m.youtube.com/?reload=9&rdm=tmj34105#/home |
Decasor
The Unholy Legion Of DarkStar DARKSTAR ARMY
18
|
Posted - 2013.07.24 21:41:00 -
[62] - Quote
Aeon Amadi wrote:Shotty GoBang wrote:Aeon Amadi wrote:Ive noticed a massivve jump in my KDR since discovering this though, landing 5-6 KDR games rather frequently. Hey Aeon, When we last spoke (July 8th), you had switched from Scout to medium frame following the initial Uprising nerf(s). Are you back to running Scout? - Shotty GoBang Some of the ideas Ive suggested (despite them being unanimously disapproved of) was to give Scouts a specific role. Originally I suggested Cloaking be restricted to Scouts only to give them a definitely different playstyle over any other class much like Heavies and their use of Heavy Weapons/Dual Light Weapons. There are a lot kf changes to Scouts needed to make Scouts a viable class and I think a good place to start is to enforce a standpoint that precision must beat profile EVEN WHEN AIMING DOWN THE SIGHTS as theres been times where a Scout was suddenly detected by a Heavy because a Sniper looked in that general direction. Scanners need a rework as even scouts with all level five skills cant get beneath their radar (despite no one using them) from Advanced and up. [/u].
The thoughts on Profile and Cloaks I agree with 100%. Give everyone cloaks is a guaranteed game breaker imo. Naturally with CCP this means its close on a 100% chance of taking place.
Not much more to say on Profile. Massive SP sink for very very little gain at present. Not sure what they were thinking. |
Vaux Karn
The Mercenary Collective
26
|
Posted - 2013.07.24 22:12:00 -
[63] - Quote
As a sniper I have learne one thing about these so called "magic curving bullets," they are not magic or curving, it is a result of network latency (aka lag). If someone is sprinting, shots lined up perfectly on them will always miss, you have to shoot behind them to hit them. And that applies to all suits, the faster they move the further behind them you have to shoot. Yes this is a problem, but it is not an enlarged hit box, just a displaced hit box. This is not exclusive to snipers either, it applies to all weapons. I am not saying it doesn't need to be fixed, it most definitely does, but you should at least know what the issue is before just assuming. Again, the problem is hitbox displacement due to network latency. |
Lucifalic
Baked n Loaded
15
|
Posted - 2013.07.24 22:46:00 -
[64] - Quote
Aeon Amadi wrote:Lucifalic wrote:+ 1 and really great work on these tests. Like others I experienced a serious decline in my scouting survivability and hit detection with my shotty. I was aiming at people but I'll try aiming a bit behind and see if the large holes in their body appear. I hope they sort this out. With speed being my preferred play style I feel pretty crippled in 1.2 but have a hard time leaving my hard level scout. Bear in mind its on a case by case basis. Theres a lot of variables to consider. - Target frame. A light frame will be all over the place, a heavy not so much. - Target speed. The faster they move the greater the distance their hitbox is from their model. This will change between anarmor and a shield tanker. - Latency. The server has to catch up with their actions before it sends you the information. If theres poor latency, try to predict where they WERE not where they ARE. - Understand that this only applies when they are moving perpendicularly as opposed to parallel. If theyre running away from you or toward you, just aim at their model and let the game handle the rest. - Most importantly, remember that all of these rules apply to you as well.
Thanks for the advice, i have figured out usually where to shoot.... but its so off in 1.2. In 1.1 I was doing very well, then 1.2 came out and it was terrible. I have caught up to the curve again and am doing ok with scouting, but still not as good as i SHOULD be able to be doing. I am certainly aware of getting hit though, as a scout its pretty easy to find out... hmmm and i being hi.... dead.... yes i was getting hit.
Your right in that the hitbox can be all over the place though hahaha. Hope its fixed some day... or Soon tm |
noob cavman
Shadow Company HQ
18
|
Posted - 2013.07.24 22:54:00 -
[65] - Quote
Ive killed people somehow who have clearly gone behind cover. More so with an smg. There really is a issue with how walls and such seem grab you if your within 1 foot off them and that range increases twice that past the 9 meters a second mark. Ive had times when im doing the strafe zig zag of death with the shotty and being killed when they are clearly shooting at where I was and not where I am |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2221
|
Posted - 2013.07.25 00:08:00 -
[66] - Quote
Vaux Karn wrote:As a sniper I have learne one thing about these so called "magic curving bullets," they are not magic or curving, it is a result of network latency (aka lag). If someone is sprinting, shots lined up perfectly on them will always miss, you have to shoot behind them to hit them. And that applies to all suits, the faster they move the further behind them you have to shoot. Yes this is a problem, but it is not an enlarged hit box, just a displaced hit box. This is not exclusive to snipers either, it applies to all weapons. I am not saying it doesn't need to be fixed, it most definitely does, but you should at least know what the issue is before just assuming. Again, the problem is hitbox displacement due to network latency.
Yeah, pretty muchjust repeated everything that was already said here, no offense |
|
CCP Wolfman
C C P C C P Alliance
900
|
Posted - 2013.08.02 08:41:00 -
[67] - Quote
Aeon Amadi wrote: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=unreadThe 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 not 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=plcpTest B - Scout with Two Enhanced Kin Cats http://m.youtube.com/index?client=mv-google&rdm=ticq73hf#/watch?v=EQ5kOiqEYG4&feature=plcpTest C - Scout with Two Militia Armor Plates http://m.youtube.com/index?client=mv-google&rdm=ticq73hf#/watch?v=IfUOdBn6Qt8&feature=plcpTest 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=guideIn 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.
Links not working...
|
|
Dexter307
The Unholy Legion Of DarkStar DARKSTAR ARMY
92
|
Posted - 2013.08.02 08:43:00 -
[68] - Quote
CCP Wolfman wrote:Aeon Amadi wrote: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=unreadThe 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 not 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=plcpTest B - Scout with Two Enhanced Kin Cats http://m.youtube.com/index?client=mv-google&rdm=ticq73hf#/watch?v=EQ5kOiqEYG4&feature=plcpTest C - Scout with Two Militia Armor Plates http://m.youtube.com/index?client=mv-google&rdm=ticq73hf#/watch?v=IfUOdBn6Qt8&feature=plcpTest 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=guideIn 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. Links not working... They work for me
|
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2324
|
Posted - 2013.08.02 08:44:00 -
[69] - Quote
CCP Wolfman wrote:Aeon Amadi wrote: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=unreadThe 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 not 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=plcpTest B - Scout with Two Enhanced Kin Cats http://m.youtube.com/index?client=mv-google&rdm=ticq73hf#/watch?v=EQ5kOiqEYG4&feature=plcpTest C - Scout with Two Militia Armor Plates http://m.youtube.com/index?client=mv-google&rdm=ticq73hf#/watch?v=IfUOdBn6Qt8&feature=plcpTest 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=guideIn 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. Links not working...
Interesting. Give me a second, I'll see what I can do. They were uploaded via my phone as it's the only way I could record the game. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2324
|
Posted - 2013.08.02 08:48:00 -
[70] - Quote
All provided links have been replaced. The links used previously were for the mobile version of youtube - they now go to the videos as they are for normal Desktops. |
|
|
CCP Frame
C C P C C P Alliance
1373
|
Posted - 2013.08.02 08:49:00 -
[71] - Quote
CCP Wolfman wrote:Links not working...
Same problem here. Video links don't work and I just get YouTube home page instead.
UPDATE: Now it works. Thank you for edits! |
|
|
CCP Wolfman
C C P C C P Alliance
901
|
Posted - 2013.08.02 08:52:00 -
[72] - Quote
Aeon Amadi wrote:All provided links have been replaced. The links used previously were for the mobile version of youtube - they now go to the videos as they are for normal Desktops.
Cheers :-) |
|
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2325
|
Posted - 2013.08.02 08:52:00 -
[73] - Quote
CCP Frame wrote:CCP Wolfman wrote:Links not working...
Same problem here. Video links don't work and I just get YouTube home page instead. UPDATE: Now it works. Thank you for edits!
Hey, thanks for reporting the issue guys - wouldn't have fixed it if Wolfman hadn't said anything |
ChromeBreaker
SVER True Blood
969
|
Posted - 2013.08.02 08:53:00 -
[74] - Quote
Aeon Amadi wrote: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=unreadThe 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 not 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://www.youtube.com/watch?v=DjRe7iWl22ATest B - Scout with Two Enhanced Kin Cats http://www.youtube.com/watch?v=EQ5kOiqEYG4Test C - Scout with Two Militia Armor Plates http://www.youtube.com/watch?v=IfUOdBn6Qt8Test 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://www.youtube.com/watch?v=I2nu8_7nCBcIn 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.
WOrkin now
|
Absolute Idiom II
Greatness Achieved Through Training EoN.
288
|
Posted - 2013.08.02 09:03:00 -
[75] - Quote
Fixed the links for you mate:
Test A - Scout with base movement speed http://www.youtube.com/watch?v=DjRe7iWl22A
Test B - Scout with Two Enhanced Kin Cats http://www.youtube.com/watch?v=EQ5kOiqEYG4
Test C - Scout with Two Militia Armor Plates http://www.youtube.com/watch?v=IfUOdBn6Qt8
Test D - Heavy with One Enhanced Kin Cat http://www.youtube.com/watch?v=I2nu8_7nCBc |
|
CCP Wolfman
C C P C C P Alliance
901
|
Posted - 2013.08.02 09:06:00 -
[76] - Quote
Ok, this is caused by the collision box changing shape when the player sprints to better fit the mesh. We'll change this so you don't catch on stuff.
It isn't related to any issues with hit detection. It looks like the hit detection issue may be latency related, investigation continues. |
|
ChromeBreaker
SVER True Blood
969
|
Posted - 2013.08.02 09:25:00 -
[77] - Quote
CCP Wolfman wrote:Ok, this is caused by the collision box changing shape when the player sprints to better fit the mesh. We'll change this so you don't catch on stuff.
It isn't related to any issues with hit detection. It looks like the hit detection issue may be latency related, investigation continues.
\o/ Square peg, round hole |
CommanderBolt
A.N.O.N.Y.M.O.U.S. League of Infamy
129
|
Posted - 2013.08.02 10:12:00 -
[78] - Quote
CCP Wolfman wrote:Ok, this is caused by the collision box changing shape when the player sprints to better fit the mesh. We'll change this so you don't catch on stuff.
It isn't related to any issues with hit detection. It looks like the hit detection issue may be latency related, investigation continues.
Thanks for looking into this. I have also noticed issues with sprinting and getting stuck on the 'crows nest'. On the map - Ashland, The rooftop area accessible via ladder in-between objectives B and C, closer to B. That area overlooking the CRU on one side and the B objective on the other.
It is as if we get stuck in quick sand or something. I have only had it happen a couple of times but its always in that area and with a scout suit that is sprinting. |
HowDidThatTaste
Ancient Exiles Negative-Feedback
3463
|
Posted - 2013.08.02 10:33:00 -
[79] - Quote
CommanderBolt wrote:CCP Wolfman wrote:Ok, this is caused by the collision box changing shape when the player sprints to better fit the mesh. We'll change this so you don't catch on stuff.
It isn't related to any issues with hit detection. It looks like the hit detection issue may be latency related, investigation continues. Thanks for looking into this. I have also noticed issues with sprinting and getting stuck on the 'crows nest'. On the map - Ashland, The rooftop area accessible via ladder in-between objectives B and C, closer to B. That area overlooking the CRU on one side and the B objective on the other. It is as if we get stuck in quick sand or something. I have only had it happen a couple of times but its always in that area and with a scout suit that is sprinting.
I can concur there seems to be an invisible wall that slows movement there it is easy to reproduce. I wear a heavy suit if that helos |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2327
|
Posted - 2013.08.02 10:53:00 -
[80] - Quote
CommanderBolt wrote:CCP Wolfman wrote:Ok, this is caused by the collision box changing shape when the player sprints to better fit the mesh. We'll change this so you don't catch on stuff.
It isn't related to any issues with hit detection. It looks like the hit detection issue may be latency related, investigation continues. Thanks for looking into this. I have also noticed issues with sprinting and getting stuck on the 'crows nest'. On the map - Ashland, The rooftop area accessible via ladder in-between objectives B and C, closer to B. That area overlooking the CRU on one side and the B objective on the other. It is as if we get stuck in quick sand or something. I have only had it happen a couple of times but its always in that area and with a scout suit that is sprinting.
There's a couple of areas (Harlequin 13 knows more as to their specific locations) where the player will have a similar effect but I'm almost positive it's from the terrain being too steep in a small area. I'll get with him later tonight and see if he can spot them out so we can submit them. |
|
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2327
|
Posted - 2013.08.02 10:56:00 -
[81] - Quote
CCP Wolfman wrote:Ok, this is caused by the collision box changing shape when the player sprints to better fit the mesh. We'll change this so you don't catch on stuff.
It isn't related to any issues with hit detection. It looks like the hit detection issue may be latency related, investigation continues.
Awesome, this will definitely help out with evasion of objects when sprinting at the very least.
My main concern with Hit Detection (particularly with scouts) is that the hit box -does- lag farther behind with increased speed. The faster you go, the farther it lags behind. Both of the videos I provided in post #61 show this in the same location in the same match. So unless there was a latency spike in between the Heavy Hit Box Lag test and the Scout Hit Box Lag test, I'd be more inclined to rule latency out.
That is, network latency. Performance is completely different matter. |
dustwaffle
Gravity Prone EoN.
275
|
Posted - 2013.08.02 11:12:00 -
[82] - Quote
HowDidThatTaste wrote:CommanderBolt wrote:CCP Wolfman wrote:Ok, this is caused by the collision box changing shape when the player sprints to better fit the mesh. We'll change this so you don't catch on stuff.
It isn't related to any issues with hit detection. It looks like the hit detection issue may be latency related, investigation continues. Thanks for looking into this. I have also noticed issues with sprinting and getting stuck on the 'crows nest'. On the map - Ashland, The rooftop area accessible via ladder in-between objectives B and C, closer to B. That area overlooking the CRU on one side and the B objective on the other. It is as if we get stuck in quick sand or something. I have only had it happen a couple of times but its always in that area and with a scout suit that is sprinting. I can concur there seems to be an invisible wall that slows movement there it is easy to reproduce. I wear a heavy suit if that helos This has happened to me a lot too. Mainly it feels like you're getting stuck against a 'wall' when you move from the middle strip to the 2 side strips:
Top down view: |=--=| |=--=| |=--=| [B] |=--=| |=--=|x <- ladder
In the illustration above, you get stuck moving from the '-' to the '=' areas if you're sprinting or running. Walking seems to get rid of the stuck-ness and jumping is a no-no |
Lucifalic
Baked n Loaded
37
|
Posted - 2013.08.02 17:14:00 -
[83] - Quote
the hitbox should be in FRONT of a target. The faster someone runs the more you need to lead a target. Any hunter knows this. I really hope its fixed soon, sucks getting killed due to this because people cant keep up to you and should be missing. |
IAmDuncanIdaho II
The Southern Legion
21
|
Posted - 2013.08.03 10:05:00 -
[84] - Quote
Just wanna say, thank you all soo much for the diligence looking into this and setting up the tests etc. Awesome job. And CCP Devs, really pleased you're reading and taking a look.
As someone who wants to play scout for all the gameplay variety it gives (sneak, evade, -5 To Hit etc. :) ) I really would like to know that stacking speed boosts, sinking mass SP into Biotics V, and sprinting does not have the reverse effect.
Again, awesome work all around. Let's fix what needs fixing :)
|
Shotty GoBang
Pro Hic Immortalis League of Infamy
516
|
Posted - 2013.08.06 15:17:00 -
[85] - Quote
IAmDuncanIdaho II wrote:Just wanna say, thank you all soo much for the diligence looking into this and setting up the tests etc. Awesome job. And CCP Devs, really pleased you're reading and taking a look.
As someone who wants to play scout for all the gameplay variety it gives (sneak, evade, -5 To Hit etc. :) ) I really would like to know that stacking speed boosts, sinking mass SP into Biotics V, and sprinting does not have the reverse effect.
Again, awesome work all around. Let's fix what needs fixing :)
Hiya Duncan,
Warning! As of yesterday, Duvolle ARs still drop my super speed tank in under 1 second. I stack complex kincats on a proto Gal Scout for *cough* improved survivability. Diagram:
------------Me (9-10 m/s)--------> ............x ..........x ........x ......x ....x ..x Red Dot (EZ mode)
^ What range, you ask? Yesterday this happened twice at medium range (40-50 meters, estimated). In both scenarios, I'm fairly certain the EZ mode guys didn't miss a single shot, given the succinct and uniform sound pattern emitted by the bullet strikes.
Its times like this I feel like I'm dragging around a barn-sized hitbox, but Aeon's tests seem to suggest otherwise. Not sure what's going on, but you better believe I'm worried about Scouts come 1.4. Bottom-line, speed tanking is dead. It's been dead since 1.2. I'd advise caution before blowing piles on SP on Biotics, unless you're planning to use them on a medium-frame.
- Shotty GoBang |
XeroTheBigBoss
TeamPlayers EoN.
822
|
Posted - 2013.08.06 15:22:00 -
[86] - Quote
Aeon Amadi wrote: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=unreadThe 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 not 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://www.youtube.com/watch?v=DjRe7iWl22ATest B - Scout with Two Enhanced Kin Cats http://www.youtube.com/watch?v=EQ5kOiqEYG4Test C - Scout with Two Militia Armor Plates http://www.youtube.com/watch?v=IfUOdBn6Qt8Test 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://www.youtube.com/watch?v=I2nu8_7nCBcIn 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.
Very good stuff!
EDIT-Go into a PC test match and do the same thing. With friendly fire on you can shoot on the outside of characters to see if it does damage. This will be able to prove the HITBOX is increased or not increased. IF it increases could make some people look very stupid... or a liar... |
THE TRAINSPOTTER
ROMANIA Renegades C0VEN
64
|
Posted - 2013.08.06 15:51:00 -
[87] - Quote
CCP this is what you missing , dedicate and pasionate people |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2383
|
Posted - 2013.08.06 16:55:00 -
[88] - Quote
THE TRAINSPOTTER wrote:CCP this is what you missing , dedicate and pasionate people
Awwwwhhh, not gonna lie this made me smile
I've actually been working -VERY- hard on going to college for Game Design so I can get my bachelor's degree to hopefully work at CCP one day. It's been my ultimate goal for the past five years and I'm very excited to say that I'm finally making progress toward that end.
I did notice they are hiring QA for Shanghai but I don't have any previous job experience...
Unless you count numerous alpha/beta tests for a variety of games, mods and even being a developer for a text based game.
I dunno - might throw an application in for the ***** and giggles, see what happens xD |
hgghyujh
Expert Intervention Caldari State
61
|
Posted - 2013.08.07 09:50:00 -
[89] - Quote
I wonder if this is the cuase of the sticky walls in this game??? I'm so tired of being grab onto by walls. |
ChromeBreaker
SVER True Blood
986
|
Posted - 2013.08.07 09:54:00 -
[90] - Quote
Aeon Amadi wrote:THE TRAINSPOTTER wrote:CCP this is what you missing , dedicate and pasionate people Awwwwhhh, not gonna lie this made me smile I've actually been working -VERY- hard on going to college for Game Design so I can get my bachelor's degree to hopefully work at CCP one day. It's been my ultimate goal for the past five years and I'm very excited to say that I'm finally making progress toward that end. I did notice they are hiring QA for Shanghai but I don't have any previous job experience... Unless you count numerous alpha/beta tests for a variety of games, mods and even being a developer for a text based game. I dunno - might throw an application in for the ***** and giggles, see what happens xD
Good luck |
|
|
|
|
Pages: 1 2 [3] 4 :: one page |
First page | Previous page | Next page | Last page |