is hit reg really that bad?
Sharp-Shooter
Join Date: 2011-05-11 Member: 98364Members
is hit reg really that bad? or is it the player? because so far i see very little problems if any for hit reg, if its as bad as most of you say it is please post a video to show the devs how bad it is and to fix it, im talking about LMG hit reg not shotty as the shotty has random spread
so far i think its bad player in regards to aim, high ping, bad server
but please prove me wrong
so far i think its bad player in regards to aim, high ping, bad server
but please prove me wrong
Comments
if you shoot a skulk and see blood, that should mean that you hit the skulk. another identifier is the damage numbers get drawn. if you see the damage numbers then you definitely hit it. the problem is that you might not see damage numbers. and in that situation, it likely means you didn't hit it, even though blood was drawn. sometimes the numbers just aren't drawn even though you did hit though.
this happens if you look for it, and it's the best way to identify hitreg being off.
all games have some form of this due to lag compensation, but sometimes it seems worse than normal, especially with fast moving targets.
1) getting shot around a corner. I believe this has to do with the lag compensation, but not sure. I have been shot while retreating around a corner for up to ~.5 seconds after I am completely around the corner and out of LOS.
2) gorge spit is lol worthy. Watch this --> <a href="http://www.youtube.com/watch?v=XAUB0uujeiU" target="_blank">http://www.youtube.com/watch?v=XAUB0uujeiU</a> I know it is 1 month old, but the problem is still there as far as I can tell.
I will state that there is a problem with hitreg but a lot is down to aim. From what I know, it's better to try and aim ahead of your target only slightly but easier said than done as a marine with funky skulk movement. Getting shot around corners is in pretty much every shooter.
welcome back, old friend.
long time no see!
take a seat and have a hot cup of black tea.
Anyway, I've encountered hit registration issues, but sporadically. Usually it involves shooting at a skulk and I can hear the shots hit and I can see the blood, but I get no damage (or not enough) and end up dying. I've also had it on the other side when I thought for sure I was dead, and after killing a couple marines I was scratching my head asking myself "how the hell did I pull that off?"
It's possible this may be related to server/processor load. Rarely do I ever recall it happening in the early game. But maybe that's just a fluke. Right now I'm trying to get some good vidcaps that are really obvious and impossible for anyone to question.
I've had the gorge problem for sure, if they need recordings of that i probably could help.
Being hit around corners? That's just the norm in NS2, it happens in other games but is brutal in this game. People have said it is because it is a fast paced game. In other FPS games I've done the whole peak around the corner to shoot for a split second then pull back thing.. you can't really do that in NS2.
What I hate the worst is when jumping around a marine or circling him and having him looking the other way and still be hitting me. Not easy to dodge around a marine when the way he is looking on the screen is not consistent with what registers with the server. Thought it was odd the other day, I was playing with a friend and he saw this happen to me, he told me he was surprised the guy got me because he wasn't looking at me, which is what it also looked like to me. I had figured it only synched up wrong for me, I figured for onlookers they would see the marine aiming directly at me.
--- Not sure if this could be linked with hit reg problems, if for me the marine is looking left yet hitting me, I assume the hitbox would be wonky. If this happens with a marine (the skulk is looking a different direction than he really is) then his hitbox would be inconsistent with what he sees.
But there isn't much point talking about it, it needs to be recorded and shown to UWE as per their <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=125559" target="_blank">instructions</a>.
I've noticed that some servers are more prone to these inconsistencies than others, or my ability to aim changes when I switch servers. One of those.
This happens with fade too, blink into a room with 4 guys and a few structures and trying to make a tight turn + blink out you end up moving very quickly into a wall... mouse feels like its moving through goo.
so far i think its bad player in regards to aim, high ping, bad server
but please prove me wrong<!--QuoteEnd--></div><!--QuoteEEnd-->
It's signifignatly worse than it was in NS1 with properly configured network settings. It's not really "that bad" in that it's not really all that worse than CoDBlOps for example, but it's bad in that because NS2 things are moving so much faster than in <i>Shoot Man Brown Wars VI</i> we need the hit reg to be better to match.
After all there are people who kill 2 skulks per mag and get >20:1 scores so hitreg can't be that bad.
After all there are people who kill 2 skulks per mag and get >20:1 scores so hitreg can't be that bad.<!--QuoteEnd--></div><!--QuoteEEnd-->The problem is that I can be at the top of the scoreboard one game, and on the bottom the next, despite the pool of players being the same. Did I somehow 'forget' how to play? No. This is not in people's minds. Like any problem of this nature though, when you have something that doesn't happen consistently it's a real bugger to track down the cause.
I've had one other where it mis registered with me doing 176 damage to a non carapace skulk and them living due to some of the damage not counting at a guess.
I had a really bad run on one server though that might have been playing with 192 ping on a server where everyone else was at 50-70 so it was more likely my own silly fault there
Heh, gotta love it.
That thing is <i>always</i> either 100% on or 100% off. There are no in-betweens with that gun's performance. I honestly don't think the server can handle it when it fires at maximum rate (e.g., is spammed) and just "assumes" the hits are confirmed. I've had numerous instances where I can kill a Marine consistently if he uses the LMG or Shotgun but if he pulls out the pistol and fires the magazine in <1 second? Bam, dead. No recompense permitted.
Comparatively, I generally <i>don't</i> spam the Pistol, trying to maximize actually hitting things...and shots that should clearly have hit just don't. Just don't understand it. But if I psycho-spam the Pistol in <1 second? Guaranteed kill even when I personally think it shouldn't have hit.
That thing is <i>always</i> either 100% on or 100% off. There are no in-betweens with that gun's performance. I honestly don't think the server can handle it when it fires at maximum rate (e.g., is spammed) and just "assumes" the hits are confirmed. I've had numerous instances where I can kill a Marine consistently if he uses the LMG or Shotgun but if he pulls out the pistol and fires the magazine in <1 second? Bam, dead. No recompense permitted.
Comparatively, I generally <i>don't</i> spam the Pistol, trying to maximize actually hitting things...and shots that should clearly have hit just don't. Just don't understand it. But if I psycho-spam the Pistol in <1 second? Guaranteed kill even when I personally think it shouldn't have hit.<!--QuoteEnd--></div><!--QuoteEEnd-->
If you're onto something here it might be a reason to impose a locked fire rate of some kind on it if it does turn out to be the problem
He's not, but the idea isn't bad. Valve implemented it into TF2 and it works just fine.
also the input lag when you're in a busy room or a combat is just fantastic. when I first played ns2 I thought I accidentally hit the button on my mouse that changes the sens... nope it was the game. it's all the fun of an rts, a first person shooter, and some sort of casino game.
if you shoot a skulk and see blood, that should mean that you hit the skulk. another identifier is the damage numbers get drawn. if you see the damage numbers then you definitely hit it. the problem is that you might not see damage numbers. and in that situation, it likely means you didn't hit it, even though blood was drawn. sometimes the numbers just aren't drawn even though you did hit though.
this happens if you look for it, and it's the best way to identify hitreg being off.
all games have some form of this due to lag compensation, but sometimes it seems worse than normal, especially with fast moving targets.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah this definitely occurs and is a bug they'll hopefully fix (because like you I assume numbers are damage, and blood without numbers isn't damage.) But this doesn't happen all that often in my experience.
The more common problem seems to be that you need to aim at the front of the model to reliably hit a skulk. I don't know if that's just a mental thing I use to trick myself to aim at the right place, or if the bullets actually have travel time (pretty sure they're hitscan right?) but there have definitely been many occasions where a laterally-moving skulk seems to be under my reticle and hits don't register.
I've compensated for it pretty well (well enough to be accused of hacking a few times) but it definitely feels like a potential game polish item.
I have a solid fps bewteen 50 - 70 during gameplay and a ping bewteen 30 - 80 at the most, i put it down to new updates to alien movements and just been out of practice but it does not seem to be getting better i tried to compensate by lowering my mouse sensitivity but there is still times when i swear im point blank on a skulk and im simply hitting nothing will just have to wait and see after the next few updates.
I had a humorous event happen in a game a couple days ago. In the game before this game, things were working great. As a marine I even managed a triple skulk kill, which isn't something I can usually pull off. So in the next game imagine my surprise when I get rolled by one skulk when I had all the time in the world to kill him. It was so bad that the other player even said in chat that "how did I not die?"
Then I've seen 5 guys shooting at one skulk that's hopping around and it's not dying. All of them unload a full clip and he's still alive. Is someone going to tell me they couldn't each connect with 3 shots out of 50? I was in spec but there is no way they all missed completely.
There is more happening here than meets the eye, and I wish there was some way to at least figure out what is causing it. Right now we're still no further along.
The only way to really figure out this problem I believe is to film it and really take a look at what's happening. I think people would be surprised that they weren't actually connecting rather than it being hit registry issues.