Hit reg worse?
Codeine
Join Date: 2010-11-22 Member: 75155Members
<div class="IPBDescription">hit reg is so bad right now...</div>since playing alot of gorrilla about 90hrs since its come out. 197 has the worst hit reg ive ever experienced. (apart from way earlier builds)
skulks taking 3 sg shots to die
skulks taking 30 LMG shots to die (and still not dying)
5 bites on a marine (not being spammed of health packs)
Blood pouring out of your targets = 0 dmg
Killing skulks when your not even aiming at them
And the movement hit boxes/animations might have an effect on this? reason i say this is because i questioned a skulk that ran straight at me and didnt take my 30 bullets i shot at him, he said he was wall jumping. On my screen it didnt look like he was wall jumping at all....
I would like UWE to look at this seriously because right now, Its ruining the experience for me and probably alot of other people.
This is from observing other players discussing the hit reg from one of the servers i was in. <a href="http://i.imgur.com/Wal15.png" target="_blank">http://i.imgur.com/Wal15.png</a>
This is all played on 30 tick servers.
skulks taking 3 sg shots to die
skulks taking 30 LMG shots to die (and still not dying)
5 bites on a marine (not being spammed of health packs)
Blood pouring out of your targets = 0 dmg
Killing skulks when your not even aiming at them
And the movement hit boxes/animations might have an effect on this? reason i say this is because i questioned a skulk that ran straight at me and didnt take my 30 bullets i shot at him, he said he was wall jumping. On my screen it didnt look like he was wall jumping at all....
I would like UWE to look at this seriously because right now, Its ruining the experience for me and probably alot of other people.
This is from observing other players discussing the hit reg from one of the servers i was in. <a href="http://i.imgur.com/Wal15.png" target="_blank">http://i.imgur.com/Wal15.png</a>
This is all played on 30 tick servers.
Comments
If we see a hit on client-side, it should also register server side. :/
Server performance is quite bad though, 30 tick servers, like the Inversion ones, hit below 13 Tick rate at times, and 30% choke.
Its so frustrating.
From my experience the hitreg is better than most games i played. 2 bugs where fixed for the latest build thanks to a video. So if you can make one, that would surely help.
How come i've killed skulks by shooting ahead of them? what causes this?
I was shocked to see my pull the trigger estimating a skulk to be but i missed and over shot, but he died.
30 tick server, first 2 mins of the game. 5v4 or something low.
Sorry about quality, it didn't look like that when i uploaded it in 720p -.- But its enough, you can see the hits. If you want to slow it down be my guest i watched it as slow as MPC would go, those hits connected, the first one on the skulk was a 100% hit but did no damage. The second one i couldn't confirm 100% as the frame had moved too much in between, but i reckon it was.
This happens ALL the time since 197. For some reason.
<a href="http://www.youtube.com/watch?v=ucY0qoAnhz8" target="_blank">http://www.youtube.com/watch?v=ucY0qoAnhz8</a>
I should have mentioned, the first skulk said i missed my first shot. In the footage i can vouch that i didnt miss.
Yes i know its hard to see, The fact still remains that he told me that the shot missed. When it didnt.
Lol, good one. Hit reg is terrible.
Note: this is assuming 0 armour 1 hive skulk....
seems almost that the lower my ping the worse it is. 33 ping against someone with a 250 ping, not chance. 100 ping against a 150 pings, better. even less problem on an overseas server. even had variance between two 33 ping servers. so as far as repeatability goes... i have no idea how to even localize it let alone what is causing it. i also had the 'shoot me on the floor' while i was on the ceiling playing with a buddy. something changed... for the worse. could just be server performance, but seems unlikely as it happens on a local server box (8 core, real time / high priority tested).
shrug<!--fontc--></span><!--/fontc-->
That would explain the problems in hammering the cause of the hit reg problem out.
Statements like this from playtesters of all people are really not helpful. I understand NS2 is important to you, that you think it is awesome and you want to protect it. However, you also need to be realistic. It is quite <b>clear</b> that the hitreg (for whatever reason it exists) is a serious issue in NS2 right now, something the majority of the competitive community are aware of. For many people the overall performance of the client is so bad that it is difficult to notice the hitreg problem.
So lets be clear, there are serious issues with hitreg in NS2 right now. Whether caused by animation problems, server choke, bad server/client performance, prediction, etc. Hopefully it will be worked out as time passes and specific issues are identified.
Same here, also it can be very hard to hit anything if your ping explode (because of less full EU servers :( )
We still need to have a bit more evidences. That I would like to see is video of someone shooting more than 10 bullets on a skulk without killing him. I tried to do it myself but I didn't managed. Shotgun is a bit tricky because of the spread. Pistol would be the best in fact.
Fair enough, I will try to start recording more public play and see what I can come up with!
Well, for me its not clear. Beeing a playtester has nothing to do with it. If there is a problem its in very specific circumstances, but in general hitreg really is good.
Its not like something we never test, but during any recent test no obvious problem could be observed. Also if you read the comments in the forum, specially for the newest builds, many people say that hitreg is good/became better.
Anyway, you probably missunderstood me. I'm not protecting anything here, i want to improve the game. Its just that saying "its bad" is not going to solve anything. What is needed is a video, or even better, an easy way to reproduce a situation where hitreg is wrong. The video that was posted is really not usable for that, i might be blind, but i can't tell if 100% of the bullets hit, or 50% or whatever. i can't even see if there was a hit indicator (the red cross). If there was no hit indicator, then this would be a good start to identify the bug. Who knowns what it is? Perhaps its related to wallwalking, perhaps to the change from wallwalking to normal, perhaps its ping..
This is a beta test, we are here to test and correct the problems.
Somebody mentioned "several videos" of skulks needing many shotgun shots. Where can they be found? only build 197 please, there was a bug corrected in skulk hitreg (identified by a video in this forum).
shooting a skulk at point blank range with sg and for the player to say that the shot had missed completely even though there was blood splatter captured on video is not enough evidence?
wow
And its not just me <a href="http://i.imgur.com/Wal15.png" target="_blank">http://i.imgur.com/Wal15.png</a>
Likewise pretending there is not a problem is not helpful either. Sometimes technical things require the developers to investigate themselves, like the input lag issue that was eventually solved.
skulks taking 3 sg shots to die
skulks taking 30 LMG shots to die (and still not dying)
5 bites on a marine (not being spammed of health packs)
Blood pouring out of your targets = 0 dmg
Killing skulks when your not even aiming at them
And the movement hit boxes/animations might have an effect on this? reason i say this is because i questioned a skulk that ran straight at me and didnt take my 30 bullets i shot at him, he said he was wall jumping. On my screen it didnt look like he was wall jumping at all....
I would like UWE to look at this seriously because right now, Its ruining the experience for me and probably alot of other people.
This is from observing other players discussing the hit reg from one of the servers i was in. <a href="http://i.imgur.com/Wal15.png" target="_blank">http://i.imgur.com/Wal15.png</a>
This is all played on 30 tick servers.<!--QuoteEnd--></div><!--QuoteEEnd-->
Just use a shotgun, 1 hits everything.
Hey you, there is something wrong with your house, go fix it! OK, so is it electrical, water pipes, dishes, laundry, AC/Heat? All they are saying is that they need a vid to point them in the right direction. :)
Which one are you talking of (seconds in the video) ? I'm not sure I'm getting it right.
Also the shotgun fire 10 bullets randomly with a 20 degree cone of fire, so at a given distance it's almost impossible that all of them hit. That's why shotgun evidence is a bit hard to interpret, pistol would be much better.
So if a skulk is 3m away atleast 7 will hit most of the time.
So if a skulk is 3m away atleast 7 will hit most of the time.<!--QuoteEnd--></div><!--QuoteEEnd-->
Unless you weren't aiming directly at them.
I've had this issue too at times, most noticeably when a skulk is running directly at me and I hit them flat in the face with a shotgun blast just as they are upon me, however I die and the skulk reports no damage.
Yes, but sometimes none will hit. How often is hard to say. We did the graph for the mean number of hits in function of the distance in the lerk spikes thread but we didn't computed the variance.
I wonder if the fact that the bullets shoot from the eyes might be a problem at close range.
Anyway the best way to test all this is to start a server and to enable trace (it displays hits).
I will post some clippings with lmg/sg... Dont know why, but for me seems the hitreg ok...
<a href="http://www.youtube.com/watch?v=WUAWSFUq6n0" target="_blank">http://www.youtube.com/watch?v=WUAWSFUq6n0</a>
<a href="http://www.youtube.com/watch?v=7DIRwu6Pi5E" target="_blank">http://www.youtube.com/watch?v=7DIRwu6Pi5E</a>
<a href="http://www.youtube.com/watch?v=n9AHqHU7WeQ" target="_blank">http://www.youtube.com/watch?v=n9AHqHU7WeQ</a>