<!--QuoteBegin-SVisions+Oct 20 2004, 10:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SVisions @ Oct 20 2004, 10:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-TheAdj`+Oct 20 2004, 02:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheAdj` @ Oct 20 2004, 02:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So when I shoot a skulk with a shotgun, it will actually die if the appropriate number of pellets hit it now? If it does, let me have your babies joev. Really. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I think that problem is something else. You'll notice for the most part, if the skulk is standing still, your pellets will hit just fine. But if that skulk celerity leaps at you, good luck on those pellets hitting, especially if you try and shoot it head on.
Again assuming I interpreted this all right, the new hitbox code will fix our problems with ducked fades (which, don't get me wrong - is nice), and a few other things which are unimportant but cool, like being able to shoot between the legs of an onos. However it does not fix the so called "lagging hitboxes" of fast moving aliens, which is what I have the biggest problem with, correct me if I'm wrong here though. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It's got nothing to do with the speed of the skulk. Often leaping skulks will be easier to hit than a newb skulk running in a straight line towards you.
<!--QuoteBegin-gopher+Oct 21 2004, 02:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (gopher @ Oct 21 2004, 02:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-SVisions+Oct 20 2004, 10:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SVisions @ Oct 20 2004, 10:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-TheAdj`+Oct 20 2004, 02:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheAdj` @ Oct 20 2004, 02:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So when I shoot a skulk with a shotgun, it will actually die if the appropriate number of pellets hit it now? If it does, let me have your babies joev. Really. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I think that problem is something else. You'll notice for the most part, if the skulk is standing still, your pellets will hit just fine. But if that skulk celerity leaps at you, good luck on those pellets hitting, especially if you try and shoot it head on.
Again assuming I interpreted this all right, the new hitbox code will fix our problems with ducked fades (which, don't get me wrong - is nice), and a few other things which are unimportant but cool, like being able to shoot between the legs of an onos. However it does not fix the so called "lagging hitboxes" of fast moving aliens, which is what I have the biggest problem with, correct me if I'm wrong here though. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> It's got nothing to do with the speed of the skulk. Often leaping skulks will be easier to hit than a newb skulk running in a straight line towards you. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> See the thread joev linked. If sarisel is right it definately has to do with the speed of the skulk. Often times you may find the leaping skulk easier to hit with a shotgun when he leaps into you and you fire at that split second and notice that all of your bullets land. That's because he came to a complete stop at that instant and you were able to get the shot in at the accurate hitbox, assuming the server had updated it in time.
ShockehIf a packet drops on the web and nobody's near to see it...Join Date: 2002-11-19Member: 9336NS1 Playtester, Forum Moderators, Constellation
<!--QuoteBegin-`G`+Oct 20 2004, 08:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (`G` @ Oct 20 2004, 08:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hmm so skulks gonna die even easier now.. donno if thats a good or bad thing... a single rine can can already get 3 or 4 easily at the starrt of a round by himself
i could see this leading to a slight skulk buff in health/armour, but yey for fixes! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> This has already been brought up by the rest of us, have no fear. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Thanks for keeping us up to date on testing. It's really nice to see where we are going, and glad to hear that this problem finally is solved (crosses fingers) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Comments
I think that problem is something else. You'll notice for the most part, if the skulk is standing still, your pellets will hit just fine. But if that skulk celerity leaps at you, good luck on those pellets hitting, especially if you try and shoot it head on.
Again assuming I interpreted this all right, the new hitbox code will fix our problems with ducked fades (which, don't get me wrong - is nice), and a few other things which are unimportant but cool, like being able to shoot between the legs of an onos. However it does not fix the so called "lagging hitboxes" of fast moving aliens, which is what I have the biggest problem with, correct me if I'm wrong here though. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It's got nothing to do with the speed of the skulk. Often leaping skulks will be easier to hit than a newb skulk running in a straight line towards you.
Sarisel started an excellent thread on "lagging hitboxes" here:
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=83527' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=83527</a>
Have a read
joev.
I think that problem is something else. You'll notice for the most part, if the skulk is standing still, your pellets will hit just fine. But if that skulk celerity leaps at you, good luck on those pellets hitting, especially if you try and shoot it head on.
Again assuming I interpreted this all right, the new hitbox code will fix our problems with ducked fades (which, don't get me wrong - is nice), and a few other things which are unimportant but cool, like being able to shoot between the legs of an onos. However it does not fix the so called "lagging hitboxes" of fast moving aliens, which is what I have the biggest problem with, correct me if I'm wrong here though. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It's got nothing to do with the speed of the skulk. Often leaping skulks will be easier to hit than a newb skulk running in a straight line towards you. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
See the thread joev linked. If sarisel is right it definately has to do with the speed of the skulk. Often times you may find the leaping skulk easier to hit with a shotgun when he leaps into you and you fire at that split second and notice that all of your bullets land. That's because he came to a complete stop at that instant and you were able to get the shot in at the accurate hitbox, assuming the server had updated it in time.
i could see this leading to a slight skulk buff in health/armour, but yey for fixes! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
This has already been brought up by the rest of us, have no fear. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
- Shockwave
Testing will tell.
joev