Where the hell is that hitbox?
UncleCrunch
Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
Can someone explain to me where is the hitbox?
I've seen myself giving a level 3 shotgun round gift to the head of some skulk and he just don't die. So I tried the butt. same result.
This effect seems to be augmented for a Lerk. So ok there's a speed compensation. The thing is it's either on front or behind the target. I even killed a skulk not aiming anywhere but the model. Surprise...
You give me the hitbox. There's no doubt i'm gonna hit it. But where the f**k it is ? That ultimately means that the model on the screen is just a decoy...
Any help ?
Comments
Shotgun has a wierd cicular spread, 8 pellets outer "circle", 8 "inner" and one center, if you are not close you usually only hit the inner ones (unless your shot is off).
But regardless hitreg is bleh, you can test this locally with skulk bots; only gets worse with real players. Possibly due to the high interp/low updaterate or another issues, I don't know. Hitreg in ns2 has always been bad. If you are playing on a server that can't substain 30 tickrate, it is also going to be worse.
There is definitely something wrong.
We need a set of tools that are more precise than what we have now.
Record a HD demo of yourself and then play it back in slow mo, fullscreen, and you'll find those tracers just go right in between them legs 10/10 times when you felt there was a hitreg issue.
compare that to
50-70ms higher ping are sometimes enough for the other player to "warp" small distances, making it extremely difficult to hit such a player. I've seen marines dancing around skulks welding them to death, because the skulk cannot bite the laggy marine. The other way around is for example when you try to evade a fade with a JP, but the fade hits you even though on your screen the fade is like passing by 3m to the left of you (where you were a moment ago).
Proper hitreg seems only to be working when everyone has an average 50ms ping, at least that's my experience.
As for the hitbox issue, I do feel that way when aiming at the lerk. It really seems like the thing has a hit box the size of a penny, but ONLY when the wings are flapping. When I get a noob glider lerk flying around me I can land every single bullet on him. However when I get a pro lerk who is flapping wings 10 times a second, it seems like the hits just do not reg even if my crosshair has him centered .. its hard to say for sure without a slow mo replay but thats just how it feels.
Now if the server tickrate took a dive or you are getting hitching/warping/ping jumping, that can easily come out to appear like there is a hit reg problem while you are firing.
Also, I do believe that the lerk wings do not have a hitbox.
That would actually explain a lot of the times when I think I landed a hit but scored no damage. Are the flapping wings in fact invincible? Can anyone say for sure?
Do you really have trouble hitting lerks??
I feel the opposite.. i feel like they are the easiest thing to hit now (even the gorge can exit a room faster sometimes) and i sometimes have to intentionally miss these days, even with an LMG, so as not to frustrate newer players and permanently scare them away from the lifeform..
Anyway im not quite so sure it's the hitbox itself that's the problem. i'm thinking its the beginning of the process that bugs out more than anything. also interp, also nanites, also.. khaara?
I think we are playing different games.. I play with comp players and I can assure you, the lerk is the hardest to land solid hits on, with the fade as a close second. I have no problem hitting comp fade players but they are able to kill me before I do enough damage to kill them. Against comp lerks however there have been times where I was barely able to land 20-50 damage before they got me, or as I shoot at them while they escape the erratic flapping seems to make them almost invulnerable even if it appears like I am hitting them on my screen. I've seen it happen to much better shooters than myself as well, I often watch recording players take of themselves during comp games and there are some guys with tracking that would rival the best aimbots, yet they still seem to have a lot of trouble scoring hits against an evading lerk. So unless you are just the best shot in the world.. I think you need to try playing against some comp players and see if you still feel the same way.
I'll say they don't have trouble, but I'll also say they're the hardest to hit.
I never miss with LMG except on lerk (I think this is because the spread is retarded now and the hitbox's vertical space is so small).
Anyway, the "feel" of where to place shots is acquired over time... at least that's one way to look at it. The other way to look at it is that lag compensation sucks balls :-P .
Once you get used to the current implementation, I think it's fairly consistent at least, regardless of ping. And, sometimes you can shoot things which are around corners (on their screen). The wonders if 100ms lag compensation inDERPolation.
Anyway, any one know what the deal is? I don't like the idea of kicking someone cause there comp sucks, but it feels like there trolling.
So can you have <90 ping and warp? And if so why, or how can it be fixed...
On the note of warpers, consistent warpers (looks like they move only three-four times a second) should be banned. On their screen they don't seem to warp because of all the smoothing and compensation, then any bites they actually land on you will actually go through to the server as legit bites due to this compensation. But on your screen you can't track them because they warp all over the place. Next thing you know, the guy never appeared to even get close to you or was impossible to follow if he did and you're dead because of shitty compensation.
I understand compensating for people with a bit higher of a ping (up to 100ms only or you get extreme corner deaths, eg. the guy with 5000 ping shoots you on your way through an enemy base, you die literally 5 seconds later sitting on your hive healing) but blanket compensation of everyone including people losing packets is retarded.
EDIT: To give an example of just how bad it is. A friend was having frequent mini drop outs that caused him to red plug in game for about 2 seconds at a time every few minutes. One time when this happened a lerk just happened to be flying passed him as it dropped, he could still move but everything else was frozen during the plug, he emptied a full 50 bullets into the lerk right in front of his face and the game picked up the connection again and resumed. About 2 rooms away the lerk suddenly dropped dead from 100% health in an instant due to all 50 bullets (well the amount it would take to kill it anyway) "catching" up with it. Should have seen the rage from that one, and the accusations of hacker.
YES this could be exploited I'm sure of it.
I'm going to assume you were talking about the friend I mentioned in my post even though you didn't really specify who you were talking about at all. Yes, his connection was unstable, that's kind of the point though. The fact that you can reap huge benefits from an issue like that. If you are dropping packets the only one suffering should be you.
http://forums.unknownworlds.com/discussion/133256/on-netcode-hitreg-lag-compensation-etc-compliation-of-issues?new=1
I was strugglling and complaining about hit-reg, micro stutters and loads of other issues with my game. So I did something very unusual, I changed the polling rate of my mouse from 1khz down to 500hz. This eliminated most of the issues I had with micro stuttering and hitting targets. Now the only issues for not hitting targets seems to be my crap aim.
NS2 seems to have an issue with getting massively overload on cpu cycle usage when running a 1000hz polling rate, but the issue is massively reduced with only 500hz, it may even be better at 250, but I don't want to go that low to find out...
As an added bonus, should you try to do a skulk origami, the picture posted by Ironhorse offers a lot of hints.
I believe you are wrong in this assumption. The perceived ingame "smoothness" is possible due to the ingame prediction (movement extrapolation). If the network latency of a particular client is high enough, his "version of reality" lags so much behind the calculated consensus of the other clients and the server that situations must occur where his data must be discarded as meaningless in certain situations, therefore abrupt corrections must be made.
I record FPVOD's of all my scrims / matches. Sometimes in the heat of the moment I feel a shot was a meatshot / or something more and I rage, then go back and watch the clip and see I did not land as much as I thought I did.
FYI: Due to the extremely high interp in NS2, you can meat shot a skulk in the face but he's already killed you on his screen. Although you've landed your meatshot, receives the full blood particle effect, he's killed you on his end so it appears that registration has disregarded your shot.