<div class="IPBDescription">God plz noooo!</div>Will this mod have shoot lag (no no no no no no) cause that would suck, so many great games ripped apart by it, like science and industry of hl paintball, gets soooo boring with shoot lag ;/
I never experienced any lag in S&I with shoot lag, sounds like someone needs a - Upgrade b - better ISP c - Re-install <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
lol, dude, I posted the same thing on the si forums and they all agreed ;/, saying that was a problem that si haves. maybe it was an old version tho, I dunno, but atleast it used to be, and I really hope this game wont have it!
'Shoot lag' refers to the shooting code where you press the fire button, and .X seconds later, your gun fires. Since Valves new netcode has been implemented into HL, most MODs have it so that you fire your gun immediately as you press the fire button. The limitation is simply that your computer chooses a random bullet path, and that path is not necesarily the path the bullet travels (as decided by the server).
Naturally, shoot lag is a real bummer for low-connection players (like myself) and it's the main reason why I don't play MODs which suffer from it, as its just no fun at all.
I'm certain that NS will not suffer from this problem, though. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
The official terminology is "client-side predicted weapons". Yes, Science and Industry didn't have them (last time I checked). Yes, Counter-strike has them. Yes, Natural Selection has them. In fact, NS predicts everything when it can, including everything in the UI, the commander mode, etc. You know how the Counter-strike menus lag sometimes? You don't see anything like that in NS.
It's a lot of extra work at times, but I wanted to make sure everything played as smoothly as possible.
oooog, awesome! is there any meelee weapons in ns? as in counter strike the knife lags, in most mods the melee weapons lag, with they lag in this game? (not that I care much as I never use meelee)
KassingerShades of greyJoin Date: 2002-02-20Member: 229Members, Constellation
Some of the alien species are entirely based on melee weapons, aren't they?
But you could always choose to be marines all the time. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Anyway, what I meant is that if you want to avoid melee weapons join the marines, as they don't DEPEND on melee weapons, but instead get a wide selection of weapons.
Comprox I chose b do I get a prize <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
well on gloom they solved it with touch damage for melee
KassingerShades of greyJoin Date: 2002-02-20Member: 229Members, Constellation
The marines have knifes in case they run out of ammo, or if the commander simply can't afford reinforcing him. (or he's just plain mean <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->)
But you're right, knifes against aliens? What we need is lighsabers dude! <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
Marines are ranged fighters, aliens are melee. That's why an alien will have a disadvantage at far distances, long hallways, open spaces, and marines will have a disadvantage in close quarters, small rooms, and cluttered areas.
The aliens do have a few ranged weapons, and the marines do have a few melee weapons, but not many. I doubt very much that the alien's range weapons are very effective, and I doubt that the marine's melee weapons will be very effective either.
Actually, this isn't really the distinction, except for Bob, er, for the level 1. He is currently melee only. The level 2 (builder) currently has a short-ranged weapon and no melee, the level 3 has mostly ranged and one melee, the level 4 has a mixture, and the level 5 has one melee and one ranged (all this is just currently). So I wouldn't say the aliens are mostly melee, though they certainly have more melee then the marines.
Ok banan, I used to be a regular in SI forums...they didn't agree with your post... one person, WHO HAD NO CLUE WHAT THEY WERE TALKING ABOUT agreed with you, but all the forum goes and the team told you otherwise... SI since the most recent version (which is kinda old now really) has had valves predicition, the thing that throws ppl off who don't know this fact is that the weapons may have client side prediction for the firing itself but there anims are not yet client side they are called by the server on the client which makes it appear like there is no prediction when actully there is
Yeah, I know that, it's like if you press the fire button and turn 180 degrees, then you see the animation of the weapon being fired but the bullet still goes to the place you had you're aim when pushing fire, but I'm the kind of guy that tricks meself thinking it's not like that, lol, I know it's like it... but it's EXTREMELY annoying, lol
I remember hearing once that in Counter-Strike, they solved such problems for high pingers by somehow allowing bullets to go where the high pingers intended it. The example I got was...
"You know how you sometimes run around a corner for cover, and even after you get there you suddenly begin to take hits? That was a low pinger shooting at you while you were in the open, and the damage catching up to you."
I have no idea if this is true, or even a good way to rectify the situation. Although personally, I would prefer it over shooting, moving, and having the round I fired hit a team mate 5 seconds after I initially fired it at an enemy.
Valve's new netcode works on the basis that if you, on YOUR computer, shoot someone and it hits them, then they'll get damaged.
This means that if a high ping person shoots a low ping person at time X, then the low ping guy recieves the hit once the high ping guys modem (or whatever) sends the information to the server that he made a hit. This is why you often get shot when around corners, because you were shot whilst you were out in the open, but the server hadn't yet recieved the information that you HAD been hit, and you only recieve this information a short while later once you have moved from the spot. Make sense? <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
As I mentioned earlier, I prefer this method, since it ensures that if you as a low pinger (which is often what I am), you won't be playing entirely for nothing. Though I usually end up as the team sacrificial lamb, anyway. I'll run on ahead of the team so they can see if I die, and from which direction the enemy fire came from.
I guess I'm either a good sport or just crazy. I like to think of myself as both. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
i don't know... i think welder's are very effective against aliens.. you could singe their poophole shut, and they wouldn't be able to crap, so they'd all bloat up and die.
well, what i really wanted to ask was how the accuracy is for the aliens' ranged weapons. also, just wanted to add that alien's ranged don't really compare to the marine's ranged, since the alien's ranged is a slower projectile rather than "instantaneous" bullets... so in the end, i guess it is melee vs. ranged
Comments
..I think.
a - Upgrade
b - better ISP
c - Re-install <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Naturally, shoot lag is a real bummer for low-connection players (like myself) and it's the main reason why I don't play MODs which suffer from it, as its just no fun at all.
I'm certain that NS will not suffer from this problem, though. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
It's a lot of extra work at times, but I wanted to make sure everything played as smoothly as possible.
But you could always choose to be marines all the time. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Anyway, what I meant is that if you want to avoid melee weapons join the marines, as they don't DEPEND on melee weapons, but instead get a wide selection of weapons.
well on gloom they solved it with touch damage for melee
EEEEK!
*faints*
But you're right, knifes against aliens? What we need is lighsabers dude! <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
[EDIT]Whoops, [one] typo fixed.[/EDIT]
The aliens do have a few ranged weapons, and the marines do have a few melee weapons, but not many. I doubt very much that the alien's range weapons are very effective, and I doubt that the marine's melee weapons will be very effective either.
"You know how you sometimes run around a corner for cover, and even after you get there you suddenly begin to take hits? That was a low pinger shooting at you while you were in the open, and the damage catching up to you."
I have no idea if this is true, or even a good way to rectify the situation. Although personally, I would prefer it over shooting, moving, and having the round I fired hit a team mate 5 seconds after I initially fired it at an enemy.
Valve's new netcode works on the basis that if you, on YOUR computer, shoot someone and it hits them, then they'll get damaged.
This means that if a high ping person shoots a low ping person at time X, then the low ping guy recieves the hit once the high ping guys modem (or whatever) sends the information to the server that he made a hit. This is why you often get shot when around corners, because you were shot whilst you were out in the open, but the server hadn't yet recieved the information that you HAD been hit, and you only recieve this information a short while later once you have moved from the spot. Make sense? <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
As I mentioned earlier, I prefer this method, since it ensures that if you as a low pinger (which is often what I am), you won't be playing entirely for nothing. Though I usually end up as the team sacrificial lamb, anyway. I'll run on ahead of the team so they can see if I die, and from which direction the enemy fire came from.
I guess I'm either a good sport or just crazy. I like to think of myself as both. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
well, what i really wanted to ask was how the accuracy is for the aliens' ranged weapons. also, just wanted to add that alien's ranged don't really compare to the marine's ranged, since the alien's ranged is a slower projectile rather than "instantaneous" bullets... so in the end, i guess it is melee vs. ranged