Where the hell is that hitbox?

UncleCrunchUncleCrunch 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 ?
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Comments

  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    I know what you mean, but I'm not too sure if I'm just missing the shot or not, the shotgun has a tight spread but it's still a spread. If you don't aim perfect center of a skulk you're not going to kill it unless it's right in your face. If you record your self doing what you say you're doing then play it back slowed down (upload would be cool :D) you'd PROBABLY find that a lot of the spray is actually missing the target. If it isn't (and the server isn't losing ticks) then there's a problem and it needs fixing.
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    It uses the model as hitbox.

    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.
  • UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
    Not only shotguns, LMG too. Any server (close/far).
    There is definitely something wrong.

    We need a set of tools that are more precise than what we have now.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    Its a really tight hitbox in comparison to most games.
    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.
    1SXHQDT.jpg

    compare that to
    4keellateral.jpg
  • xnorxnor Join Date: 2013-09-06 Member: 187916Members, Reinforced - Gold
    edited November 2013
    I don't think hitboxes are a problem, but the netcode is.

    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.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    The hitboxes and hit registration are refreshingly good in NS2. There does need to be some work done on updaterates though, like allowing server admins to modify the values (esp client moverate which is currently hardcoded at 20) :)
  • joederpjoederp Join Date: 2012-11-02 Member: 165992Members
    I've had such issues when both players have 50ms or under. Its just impossible to dodge based on your visual perception of where the enemy is.. because on his screen its a totally different story. I once posted this before about how this game is somehow able to make 50ms pings feel like 500. The consensus from my critics was that this game has such fast moving life forms that it cannot be compared to other games like that. False. To those guys I say go play NS1 on the old HL1 engine and you will see its not nearly as bad as this.
    xnor wrote: »
    I don't think hitboxes are a problem, but the netcode is.

    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.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    edited November 2013
    @joederp - there is a minimum of 100 ms of interp due to the client and server rate settings. I may be mistaken, but I think that 100ms is ADDED to the ping differences, so in most low ping environments, it's a minimum of 200ms... usually higher. And the maximum data rate is very low, also as a result of the rates.
  • ResRes Join Date: 2003-08-27 Member: 20245Members
    The hit registration is actually good in this game. Like ironhorse pointed out, the hitbox is very tightly bound to the model, in fact the hitbox may as well just be the model itself. So you can easily miss tracers in between legs of a skulk. Unlike most games that have hitboxes that are larger than the model, like what ironhorse showed.

    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.
  • joederpjoederp Join Date: 2012-11-02 Member: 165992Members
    Res wrote: »
    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?
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    They have a hitbox alright, and idk if its still the case, (could easily go look) but used to take only a % of the total possible damage to make up for their large profile.

    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..


  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    Well they are scorpians who hovar without flapping. So yes, the flapping hovar is invincible. it's a drawback, you see. now that they have to flap to hovar, they gain permanent mini-nanoshields imbued in their wings.
    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?
  • joederpjoederp Join Date: 2012-11-02 Member: 165992Members
    IronHorse wrote: »
    They have a hitbox alright, and idk if its still the case, (could easily go look) but used to take only a % of the total possible damage to make up for their large profile.

    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..


    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.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    As a comp lerk, albeit a low div one, I can with confidence say that most comp players have no trouble hitting lerks. You have to be super careful all the time against half decent shots.
  • ZootZoot Join Date: 2011-01-21 Member: 78469Members
    Honestly i think it comes down to performance. Even when I'm getting 40+ fps (which lasts for about the first 3-5 min of a match) the alien/marine model animations seem very laggy/stuttery making them very hard to track. After about 5-10 min this game becomes my favorite rts/fps slideshow. Definitely one of my favorite games of all time but the performance...makes me sad
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    Roobubba wrote: »
    As a comp lerk, albeit a low div one, I can with confidence say that most comp players have no trouble hitting lerks. You have to be super careful all the time against half decent shots.

    I'll say they don't have trouble, but I'll also say they're the hardest to hit.
    Not only shotguns, LMG too. Any server (close/far).
    There is definitely something wrong.

    We need a set of tools that are more precise than what we have now.

    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).
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    edited November 2013
    There are some issues with frame times and lag compensation. Generally, I'd say you have to shoot what you perceive as slightly behind where the model is, or right on it, even though you might think that you have to lead, which is a deception IMO because I've noticed the hit registers in a different place from where bullets animate on screen.

    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.
  • maD_maX_maD_maX_ Join Date: 2013-04-07 Member: 184678Members
    So occasionally (like today) I see players warping with <90 ping.... They usually have a bad K/D so it doesn't seem to be helping them. But registry on them is a joke, and I can empty 2 clips to kill a skulk. Now rarely do they kill me, but they become a huge distraction and often empty my gun in time for a not so laggy guy to come kill me...

    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...
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    edited November 2013
    @maD_maX_ Ping has NOTHING to do with warping. Ping is the time it takes for the server to send messages to the client and vice versa. Warping is caused by losing those messages, which often also happens when a player has higher ping due to his net being unstable. But the two are unrelated. If a guy that USUALLY pings 50 to a server is pinging 300 then he's probably going to warp, because he's pinging that high due to instability. But a guy who always pings 300 to a server because he's in a different country isn't going to warp, he's just lagging behind.

    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.
  • OnosFactoryOnosFactory New Zealand Join Date: 2008-07-16 Member: 64637Members
    Hmm - if the server has policy to drop packets that are too 'old' - then ping does matter.
  • cooliticcoolitic Right behind you Join Date: 2013-04-02 Member: 184609Members
    That dude or you (most probably you) has a crappy connection/cpu.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    coolitic wrote: »
    That dude or you (most probably you) has a crappy connection/cpu.

    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.
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    edited November 2013
  • xnorxnor Join Date: 2013-09-06 Member: 187916Members, Reinforced - Gold
    edited November 2013
    Ghosthree3 wrote: »
    If you are dropping packets the only one suffering should be you.
    Indeed, same goes for fluctuating and high ping.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    I would like to bring something to the table here, it may or may not work for you, but it made a huge difference to me...

    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...
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    That will help if you have a weak cpu yes. If you don't then it won't affect anything.
  • xnorxnor Join Date: 2013-09-06 Member: 187916Members, Reinforced - Gold
    My game is running smooth with high FPS, but when people start warping due to their bad Internet connection the hitreg is equally bad.
  • KamamuraKamamura Join Date: 2013-03-06 Member: 183736Members, Reinforced - Gold
    That's actually one of the most accurate hitboxes I have ever seen, I am very pleasantly surprised.

    As an added bonus, should you try to do a skulk origami, the picture posted by Ironhorse offers a lot of hints.
  • KamamuraKamamura Join Date: 2013-03-06 Member: 183736Members, Reinforced - Gold
    Ghosthree3 wrote: »
    @maD_maX_ Ping has NOTHING to do with warping.

    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.
  • male_fatalitiesmale_fatalities ausns2.org Join Date: 2004-03-06 Member: 27185Members, Constellation
    I have zero registration problems in this game.

    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.
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