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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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Aythadis Smith
The Generals EoN.
81
|
Posted - 2013.07.21 08:57:00 -
[31] - Quote
City map. Charlie near the CRU, and Alpha, and Bravo.
Near the CRU is a small tunnel. Some broken pipes.
If you walk past them, life is good. Sprinting past them and you get hung up. Try your selves |
Spec Ops Cipher
Seraphim Initiative. CRONOS.
269
|
Posted - 2013.07.21 09:35:00 -
[32] - Quote
Aeon Amadi wrote: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.
When I was doing tests on this, I worked out the smallest gap you can walk through and not sprint through is 0.7m. I used a similar setup to the videos and used trigonometry to work out the size of the gap. Obviously there are small errors, especially because the ingame way of measuring distances doesn't show anything smaller than changes of 1m, so I had to setup the triangle using multiples of metres.
Anyway it seems like this:
You can only walk through at 0.5m You can walk and sprint through at 0.7m +
All are approximations of course, but those are just my findings. |
Chilled Pill
Pro Hic Immortalis League of Infamy
117
|
Posted - 2013.07.22 09:32:00 -
[33] - Quote
This makes me really sad for us scouts. |
KingBabar
Internal Error. Negative-Feedback
922
|
Posted - 2013.07.22 10:59:00 -
[34] - Quote
Bump.
As I see it, this is close to a deal breaking "tweak" to the game.
I'll keep bumping and posting until we get some sort of official reply from CCP.
This is a very important issue, it kind of messes with the basic class structure of Dust.
- And I just specced into scout suits..... |
Darth PHIbot
Pro Hic Immortalis League of Infamy
5
|
Posted - 2013.07.22 11:09:00 -
[35] - Quote
Not surprised in the slightest. |
Protected Void
STRONG-ARMED BANDITS
58
|
Posted - 2013.07.22 11:48:00 -
[36] - Quote
This fits in with my experience - most moderately competent players seem to have an easier time hitting me now when I'm running/weaving for cover than before.
Also, getting stuck on the terrain is a constant annoyance, and leads to at least 40% of my deaths. As a low EHP scout, I can't afford to stand still even a tiny fraction of a second when under fire. Play as scout for a couple of matches and try to run through narrow passages, and it becomes bleeding obvious that you get caught on or blocked by the terrain more often when sprinting.
Also, it's extremely annoying when the visible terrain models look very much like they should be possible to pass through or under, but just plainly blocks you, sprinting or not. A particularly annoying example is in Ashland: There's a rooftop by the CRU closest to the D objective. On the top of that rooftop, a couple of pipes comes out of the roof vertically and changes to horizontal just below the height of an upright clone. In real life, one would be able to bow one's head and pass under them. Even if I crouch, I can't move under them. I'm just blocked by an invisible wall. |
Orion Vahid
DUST University Ivy League
84
|
Posted - 2013.07.22 12:23:00 -
[37] - Quote
Interesting...even as a Heavy I sometimes felt if that's true. Even if everything is going to **** I attempt to run for cover, I take damage at an insane rate and probably die. If I turn around and shoot however, I can probably take out 1 or 2 guys before going down and it's needless to say I take damage much slower. |
Shotty GoBang
Pro Hic Immortalis League of Infamy
391
|
Posted - 2013.07.22 22:41:00 -
[38] - Quote
KingBabar wrote:- And I just specced into scout suits..... Internal Error. If you stick with it, which you shouldn't. You'll find folks in the same boat here: https://forums.dust514.com/default.aspx?g=posts&t=90055 |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2195
|
Posted - 2013.07.23 00:27:00 -
[39] - Quote
Shotty youshould check ojt my other thread CCP: Very Important that you read this
Think youmight like what you see |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2196
|
Posted - 2013.07.23 01:20:00 -
[40] - Quote
Updated Report:
Test was conducted with Mr Musturd as the potential scout victim.
Test consisted of using nanohives spread out five meters apart to form a 25 meter track for scout to run. Subject was then fired upon with a Tactical Assault Rifle while aiming down the sight. Subject was asked to walk for preliminary test, then to sprint. Test was conducted at a variety of ranges and angles.
Results proving hitbox expansion were negative, as firing to the sides of the scout from a forward angle showed no width expansion what so ever and even shots that would be considered 'grazing' do not register. Firing at the scout from a side angle however revealed what could be considered 'hit box expansion' to the untrained eye.
I believe what is actually occuring is that the hit box lag (the hit box being behind the subject, rather than directlt on him) is actually increasing with speed. Hit markers were not showing when firing directly on the target as he sprinted, but 2-3m behind him proved best results. The distance of the hit box correlates to the speed of the model, with higher speeds expanding the gap between the model and hit box rather than the hit box itself.
Because of this, there is more leeway for inaccurate shooters who arent turning fast enough to land shots directly on target but BEHIND the person, or even doing so intentionally. Turning corners also shows this to be true, especially at high speeds.
This, unfortunately, is something entirely unavoidable as it is associated directly to the latency - not of the client, but the server providing the information.
Feel free to make comments, but the only way to solve this issue is to somehow decrease the gap between model and hit box when moving at high speeds. While it may do more harm than good for the game asa whole, the only way I can see of doing this is to actually place the hit box INFRONT of the model when moving at higher speeds.
tl;dr - The faster you go, the farther your hit box lags behind you. When that occurs, the shooter doesnt have to aim directly on you and if he did so he would miss because your hitbox isnt able to catch up with your model.
IMPORTANT EDIT: This DOES NOT answer the increased collision detection as mentioned in the original post. I feel this is anentirely separate issue. |
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Shotty GoBang
Pro Hic Immortalis League of Infamy
400
|
Posted - 2013.07.23 20:12:00 -
[41] - Quote
Aeon Amadi wrote:Updated Report: Test was conducted with Mr Musturd as the potential scout victim. Hi Aeon,
These aren't the results I had expected to see, but I cannot argue with your method. Your test results explain why we're taking damage after reaching cover. Thanks for clearing this up, and great job once again.
So the sudden decrease to scout survivability in 1.2 resulted primarily from a performance improvement that boosted hit detection, right? I doubt CCP will rollback a performance improvement, so I wonder if they'll give us back our smaller hitbox now .
- Shotty GoBang |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2204
|
Posted - 2013.07.24 03:51:00 -
[42] - Quote
Shotty GoBang wrote:Aeon Amadi wrote:Updated Report: Test was conducted with Mr Musturd as the potential scout victim. Hi Aeon, These aren't the results I had expected to see, but I cannot argue with your method. Your test results explain why we're taking damage after reaching cover. Thanks for clearing this up, and great job once again. So the sudden decrease to scout survivability in 1.2 resulted primarily from a performance improvement that boosted hit detection, right? I doubt CCP will rollback a performance improvement, so I wonder if they'll give us back our smaller hitbox now . - Shotty GoBang
As Ive previously explained to others outside ofthis forum I have no idea how it could be fixed because all its really doing is rewarding players who arent aiming on target, but in all actuality missing by a degree associated with how fastthe target is moving. Basically, youre hitting because youre missing, whether that be intentional or not. Ive noticed a massivve jump in my KDR since discovering this though, landing 5-6 KDR games rather frequently. |
Captain Wontubulous
Nova Corps Marines Ishuk-Raata Enforcement Directive
23
|
Posted - 2013.07.24 04:20:00 -
[43] - 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.
So when I added the sprint speed boosts to my logi and he suddenly started clipping corners he never clipped before and became easier to hit was that because they decreased the heavy hit box or increased the scout hit box? It also gets worse the faster you go. I moved the boost up from standard to advanced and it became even more apparent. Also probably because of the standard hit boxes right? As my speed goes up I gain the hit box of a vehicle or something? |
pseudosnipre
DUST University Ivy League
85
|
Posted - 2013.07.24 05:01:00 -
[44] - Quote
Captain Wontubulous wrote: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. So when I added the sprint speed boosts to my logi and he suddenly started clipping corners he never clipped before and became easier to hit was that because they decreased the heavy hit box or increased the scout hit box? It also gets worse the faster you go. I moved the boost up from standard to advanced and it became even more apparent. Also probably because of the standard hit boxes right? As my speed goes up I gain the hit box of a vehicle or something? In a word, yes.
Your physical dimensions as seen by the server increase linearly with instantaneous ground speed, hence the corner clipping. |
pseudosnipre
DUST University Ivy League
85
|
Posted - 2013.07.24 05:03:00 -
[45] - Quote
Aeon Amadi wrote:Shotty GoBang wrote:Aeon Amadi wrote:Updated Report: Test was conducted with Mr Musturd as the potential scout victim. Hi Aeon, These aren't the results I had expected to see, but I cannot argue with your method. Your test results explain why we're taking damage after reaching cover. Thanks for clearing this up, and great job once again. So the sudden decrease to scout survivability in 1.2 resulted primarily from a performance improvement that boosted hit detection, right? I doubt CCP will rollback a performance improvement, so I wonder if they'll give us back our smaller hitbox now . - Shotty GoBang As Ive previously explained to others outside ofthis forum I have no idea how it could be fixed because all its really doing is rewarding players who arent aiming on target, but in all actuality missing by a degree associated with how fastthe target is moving. Basically, youre hitting because youre missing, whether that be intentional or not. Ive noticed a massivve jump in my KDR since discovering this though, landing 5-6 KDR games rather frequently. Im assuming your kdr has improved due to fewer deaths and not more kills, yes?
A scout's got to know his limitations! |
OZAROW
A.N.O.N.Y.M.O.U.S. League of Infamy
223
|
Posted - 2013.07.24 05:06:00 -
[46] - 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. Ummmm after bullets kinda turned corners to hit me I figured as much lol |
OZAROW
A.N.O.N.Y.M.O.U.S. League of Infamy
223
|
Posted - 2013.07.24 05:12:00 -
[47] - Quote
Aeon Amadi wrote:Shotty GoBang wrote:Aeon Amadi wrote:Updated Report: Test was conducted with Mr Musturd as the potential scout victim. Hi Aeon, These aren't the results I had expected to see, but I cannot argue with your method. Your test results explain why we're taking damage after reaching cover. Thanks for clearing this up, and great job once again. So the sudden decrease to scout survivability in 1.2 resulted primarily from a performance improvement that boosted hit detection, right? I doubt CCP will rollback a performance improvement, so I wonder if they'll give us back our smaller hitbox now . - Shotty GoBang As Ive previously explained to others outside ofthis forum I have no idea how it could be fixed because all its really doing is rewarding players who arent aiming on target, but in all actuality missing by a degree associated with how fastthe target is moving. Basically, youre hitting because youre missing, whether that be intentional or not. Ive noticed a massivve jump in my KDR since discovering this though, landing 5-6 KDR games rather frequently. Noticed this the first day of 1.2 but wasn't nearly as clever as to figure out why! Dude your awesome smart, I hope they fix this along with all the other problems you've pointed out ; like stamina an melee nerfs |
Garth Mandra
The Southern Legion
51
|
Posted - 2013.07.24 06:31:00 -
[48] - Quote
Good SCIENCE guys.
This really needs the Devs to investigate though. They have many more tools at their disposal than we mere mortals. |
Shotty GoBang
Pro Hic Immortalis League of Infamy
400
|
Posted - 2013.07.24 12:16:00 -
[49] - Quote
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
|
Shotty GoBang
Pro Hic Immortalis League of Infamy
400
|
Posted - 2013.07.24 12:21:00 -
[50] - Quote
pseudosnipre wrote: Im assuming your kdr has improved due to fewer deaths and not more kills, yes? A scout's got to know his limitations!
I assume his KDR's improving because he's aiming behind moving targets rather than leading them.
|
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pseudosnipre
DUST University Ivy League
87
|
Posted - 2013.07.24 13:45:00 -
[51] - Quote
Shotty GoBang wrote:pseudosnipre wrote: Im assuming your kdr has improved due to fewer deaths and not more kills, yes? A scout's got to know his limitations!
I assume his KDR's improving because he's aiming behind moving targets rather than leading them. Perhaps shotgin is not so broken after all! Will investigate tonight... |
Knight Soiaire
Better Hide R Die D.E.F.I.A.N.C.E
1404
|
Posted - 2013.07.24 14:00:00 -
[52] - Quote
Even if this doesn't prove that Hitboxes are ****** up, it does give a reason as to why Scouts are getting caught on so many Objects/Players as they try make their getaway. |
Lucifalic
Baked n Loaded
13
|
Posted - 2013.07.24 14:15:00 -
[53] - Quote
+ 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. |
Decasor
The Unholy Legion Of DarkStar DARKSTAR ARMY
16
|
Posted - 2013.07.24 14:18:00 -
[54] - Quote
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.
I find with the shotty, if the target is moving even a little bit, my best shots are with quite a bit of lead. If strafing, aim for the side of the body that is moving, as in the very edge. If running maybe a bodies width. And of course this is almost point blank, the shotty currently has pathetic range. Still, managed a 10-1 with a shotgun my last match after a pathetic effort with sniper rifle, so not all is lost. Its very random match to match though. |
Decasor
The Unholy Legion Of DarkStar DARKSTAR ARMY
16
|
Posted - 2013.07.24 14:20:00 -
[55] - Quote
Knight Soiaire wrote:Even if this doesn't prove that Hitboxes are ****** up, it does give a reason as to why Scouts are getting caught on so many Objects/Players as they try make their getaway.
I die more from being caught on objects than any other single cause in this game, as in it stops me escaping. Drives me insane in close quarters.
Its like a horrible nightmare of being chased by a monster while wading through mud |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2211
|
Posted - 2013.07.24 17:35:00 -
[56] - Quote
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
I graduated to Assault at the beginning of Uprising because of a number of reasons.
1- Getting a working scout requires INTENSIVE skill specialization as even using basic kinetic catalyzers requires Biotic Upgrades 5. I disagree with this as it severely limits early scout builds.
2- Im convinced that there is nothing that a scout can do that someone else cant do better and have actually challenged some CPM members and other players in Skype to give examples. Minmatar Logi is far better suited for hacking, Caldari Assault far better suited for CQC etc. There are a plethora of reasons for this and one being that profile dampeners areuseless to visual marking.
3- I love the Gallente and when they announced the assault variant I fell in love.
4- Im an armor tanker at heart.
I had originally gone scout out of a tester's standpoint, playing the most skill intensive role to submit feedback as I had previously done with Heavies and Logistics when they were underpowered. However, now that the game is live, Ive focused my efforts on what I specialize in first and testing second, though I sympathize with Scouts because I understand the hardships.
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.
Another suggestion was to reduce the resource cost on Drop Uplinks and make them Scout specific to force incentive on thought behind placement, but there are a number of difficulties with this in retrospect. A. They need to reduce their visibility to pre-uprising astheyre just too easy to find. B. Anyone who specced into them that doesnt run Scout - rather, everyone in PC - would have a conniption fit.
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.
Finally, I would like to bring up homogenization of the Scouts between variants as the Gallente has some weird slot layouts between Advanced and Prototype.
Anyway, rant over. Back on the issue of hitbox/collision, Id like to remind you all that there is not an increase in hitbox size, so far as I know. There is a discrepancy with collision while sprinting that I feel needs to be ironed out but all of the issues with thehitbox are still correlating to my theory that speed = increased hitbox lag. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2211
|
Posted - 2013.07.24 17:41:00 -
[57] - Quote
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. |
Django Quik
R.I.f.t
1045
|
Posted - 2013.07.24 18:00:00 -
[58] - Quote
Aeon's findings explain why people have been complaining about being hit and killed even after already getting behind cover but this is not an experience new to Uprising; it's something people I know have complained about as far back as Codex. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2214
|
Posted - 2013.07.24 18:23:00 -
[59] - Quote
Django Quik wrote:Aeon's findings explain why people have been complaining about being hit and killed even after already getting behind cover but this is not an experience new to Uprising; it's something people I know have complained about as far back as Codex.
Its an issue that is well known in FPS games. Google 'hit box lag' and youll see some interesting articles/pictures.
The issue unique to Dust is that its pretty much the only FPS game that has hit box lag associated with variabled speed because... Well... Its the only FPS with variabled speed. I mean, sure, a game like TF2 has roles with different speed values that COULD potentially affect it but none in such a way that Dust does what with kinetic catalyzers and armor plates affecting it, or even different frames with those modules.
Butnow that I think about it.... I need to run one more test to finalize this theory.... Give me a bit guys. |
CommanderBolt
A.N.O.N.Y.M.O.U.S. League of Infamy
105
|
Posted - 2013.07.24 18:29:00 -
[60] - Quote
YES The quicksand issue!
I have been playing in my commando suit recently and I noticed it felt a few times like I was in quicksand, unable or partially slowed movement.
The one area it stuck out was on the map that has A , B and C in a line in the middle of the map. Where you can climb up on top of the roof right next to b. C has the road that goes behind it with the two turrets towards the bend in the road. I forget the name of the map. But up there just next to b on top of the roof thingy where you have the pipelines and stuff I really glitched and felt like I was stuck in quicksand.
For clarity I just looked up the map names I Am referring to the map called "Ashland" and the rooftop is just between B and the CRU behind on the way towards C that rooftop everyone likes to use. |
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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 |
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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...
|
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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
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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. |
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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! |
|
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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 :-) |
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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. |
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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 |
|
Iron Wolf Saber
Den of Swords
7031
|
Posted - 2013.08.07 09:55:00 -
[91] - Quote
CCP has been known for hiring from the community. I mean look at CCP Logibro and CCP Mintchip lately. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2392
|
Posted - 2013.08.07 09:56:00 -
[92] - Quote
hgghyujh wrote:I wonder if this is the cuase of the sticky walls in this game??? I'm so tired of being grab onto by walls.
It is. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2392
|
Posted - 2013.08.07 09:58:00 -
[93] - Quote
Iron Wolf Saber wrote:CCP has been known for hiring from the community. I mean look at CCP Logibro and CCP Mintchip lately.
Right but I'm sure they had some kind of qualifications like... I dunno. A high school diploma...
Of which I do not |
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