<!--quoteo(post=1999137:date=Oct 29 2012, 08:53 AM:name=Princess_of_Power)--><div class='quotetop'>QUOTE (Princess_of_Power @ Oct 29 2012, 08:53 AM) <a href="index.php?act=findpost&pid=1999137"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->not just that, but I know a lot of players were attempting to stack aliens just because I'm sure they were so upset about aliens losing for the last like three weeks<!--QuoteEnd--></div><!--QuoteEEnd--> <!--coloro:pink--><span style="color:pink"><!--/coloro-->Yep. There's a lot of factors at work here and I think we should instead wait for stats at launch (assuming the major bugs are fixed, like the hitreg).<!--colorc--></span><!--/colorc-->
<!--quoteo(post=1999029:date=Oct 28 2012, 01:27 PM:name=Samus1111111)--><div class='quotetop'>QUOTE (Samus1111111 @ Oct 28 2012, 01:27 PM) <a href="index.php?act=findpost&pid=1999029"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Definitely hitreg/map problems since there were virtually no balance changes this patch (afaik).<!--QuoteEnd--></div><!--QuoteEEnd-->
And yet, I'm sure someone is going to look at those percentages and go on a frenzy about how OP aliens are and demand nerfs.
<!--quoteo(post=1999110:date=Oct 28 2012, 05:03 PM:name=Fappuchino)--><div class='quotetop'>QUOTE (Fappuchino @ Oct 28 2012, 05:03 PM) <a href="index.php?act=findpost&pid=1999110"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So any savvy tech wizards have a reassuring clue on whether this is a fixable-within-three-days-problem, or was this because of the code changes that have occurred?<!--QuoteEnd--></div><!--QuoteEEnd-->
I understand some of the recent changes made, and I'm confused. With the new input rate change, there is maybe a case every second client frame or so where the client's prediction can differ from the server result. But if that was the issue, we should see the client predicting a hit and the server disagreeing.
But the videos posted in another thread show no bloodsplats (which are client side), and no damage numbers or crosshair hit indicator (which are server-side), for things that look like a hit. So both client and server are agreeing that shots are missing when they look like they should be hitting.
And it doesn't look like the input rate change is affecting the 'feel' and people's ability to track targets, because those same videos show someone tracking a target fine, just hits aren't being registered.
So it looks like something else to me. Maybe a timing issue with the interpolation amount - the value used for rendering differs from what is being used in hit calculations somewhere? That would mean players are seeing other players positions and animations slightly out of sync with where the hit-reg code thinks they are. That would explain both false negatives (hits not registering), and false positives (shots hitting when they look like they should miss).
<!--quoteo(post=1998934:date=Oct 28 2012, 06:26 AM:name=YoungTrotsky)--><div class='quotetop'>QUOTE (YoungTrotsky @ Oct 28 2012, 06:26 AM) <a href="index.php?act=findpost&pid=1998934"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->May be silly question but did you have infestation over the res node? Was there a marine or an extractor there? I've not had this problem so probably just a one off.<!--QuoteEnd--></div><!--QuoteEEnd--> Had infestation, pretty sure there was no marine structure (I think you get an error like 'can not build on entity') and as soon as I built the crossroads hive I was able to drop the harvester.
In regards to the cyst placement bug, I actually also had this happen with hive placement once or twice. I couldn't drop a hive even though the area was clear and I had the res. I had to jump in and out of the comm chair, or select something else, for it to work.
For the hitreg during fights where the skull is madly going left and right I find I hit them better if I just spray then pray. The downside is that it waste a lot of ammo. It seems like there is a player placement prediction problem to me.
<!--quoteo(post=2000185:date=Oct 29 2012, 04:18 PM:name=MisterNubs)--><div class='quotetop'>QUOTE (MisterNubs @ Oct 29 2012, 04:18 PM) <a href="index.php?act=findpost&pid=2000185"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because it would be too op if aliens could get away.<!--QuoteEnd--></div><!--QuoteEEnd--> Ya, b/c sprinting marines being faster than skulks and having phase gates isn't....
I does seem to be pretty crap, I hate the slow down lurch feeling of it --- celerity makes aliens feel like marine movement right up until you do somthing and slow down, which is kinda funny
<!--quoteo(post=2002639:date=Oct 31 2012, 03:29 PM:name=pilistr0)--><div class='quotetop'>QUOTE (pilistr0 @ Oct 31 2012, 03:29 PM) <a href="index.php?act=findpost&pid=2002639"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->I NEED TO LEARN TO BE NICER *Admin Edit*<!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd--> :D Usually when you have technical trouble, the first thing to do is to ask what's wrong. Try again.
Comments
<!--coloro:pink--><span style="color:pink"><!--/coloro-->Yep. There's a lot of factors at work here and I think we should instead wait for stats at launch (assuming the major bugs are fixed, like the hitreg).<!--colorc--></span><!--/colorc-->
And yet, I'm sure someone is going to look at those percentages and go on a frenzy about how OP aliens are and demand nerfs.
....And will get nerfed come v1.0.
aliens 62%
marines 38%
I understand some of the recent changes made, and I'm confused. With the new input rate change, there is maybe a case every second client frame or so where the client's prediction can differ from the server result. But if that was the issue, we should see the client predicting a hit and the server disagreeing.
But the videos posted in another thread show no bloodsplats (which are client side), and no damage numbers or crosshair hit indicator (which are server-side), for things that look like a hit. So both client and server are agreeing that shots are missing when they look like they should be hitting.
And it doesn't look like the input rate change is affecting the 'feel' and people's ability to track targets, because those same videos show someone tracking a target fine, just hits aren't being registered.
So it looks like something else to me. Maybe a timing issue with the interpolation amount - the value used for rendering differs from what is being used in hit calculations somewhere? That would mean players are seeing other players positions and animations slightly out of sync with where the hit-reg code thinks they are. That would explain both false negatives (hits not registering), and false positives (shots hitting when they look like they should miss).
Had infestation, pretty sure there was no marine structure (I think you get an error like 'can not build on entity') and as soon as I built the crossroads hive I was able to drop the harvester.
The downside is that it waste a lot of ammo.
It seems like there is a player placement prediction problem to me.
<a href="http://cloud-2.steampowered.com/ugc/540690546117288652/62740E0E3A148BA76FF1274D740ECE5E90F2F943/" target="_blank">http://cloud-2.steampowered.com/ugc/540690...0ECE5E90F2F943/</a>
I started to bite a marine and probably the power node just in the exactly moment that the powernode was restored. power went up but the lights didn't
couldn't test that again though
- catching bullets
- bilebom / spit / hydra does damage
pls fix! :(
2. spawning eggs via shift cost no res. At least they did not in two games i played today.
- catching bullets
- bilebom / spit / hydra does damage
pls fix! :(<!--QuoteEnd--></div><!--QuoteEEnd-->
Celerity was designed to stop working during combat.
Because it would be too op if aliens could get away.
Ya, b/c sprinting marines being faster than skulks and having phase gates isn't....
:D
Usually when you have technical trouble, the first thing to do is to ask what's wrong. Try again.