A Question About Gorge Spit

DervishDervish Join Date: 2002-11-01 Member: 2423Members
I know Lerk spikes are hitscan.... is the same true for Gorge spit? How does the spit actually do damage? I'm confused, as - especially with offense chambers - you can be hitting or getting hit by the spit animation, but you'll take no damage, then when you're out in the clear suddenly you'll take a hit. If anybody could give an answer to this, I'd be grateful.
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Comments

  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    Gorge spit and OC attack are not instant hit, if that's what you mean. If a marine is hit by one generally they take the damage, however if they are slightly around a corner it can look as if they got hit but the "glob" of spit actually hits the wall, and as the globs have no splash damage the marine is unhurt. If the marine is in the open and is struck by one of these attacks they will take damage.
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    Well i have few questions too.
    When you shoot the spit as a gorge, those spits sometimes "explodes" in front of your face, even when you are shooting far away.

    This has happened to me several times, when i fight against a marine. Does that spit still hit (even when the spit animation doesn't go anywhere) or does those marine bullets somehow destroy it?
  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    <!--QuoteBegin--Paq+Apr 22 2003, 01:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Paq @ Apr 22 2003, 01:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well i have few questions too.
    When you shoot the spit as a gorge, those spits sometimes "explodes" in front of your face, even when you are shooting far away.

    This has happened to me several times, when i fight against a marine. Does that spit still hit (even when the spit animation doesn't go anywhere) or does those marine bullets somehow destroy it? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You can emulate this same effect with the lerk or the fade. It typically happens when you are moving backwards and fire at the same time. The animation displays as you basically shooting your own clipping model.
    I'm pretty sure that you can't damage what you were aiming at, since the shot hit something before it got to the target.
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    Aah, ok thanks cri.tical.
  • ArcadiusArcadius Join Date: 2003-04-14 Member: 15491Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You can emulate this same effect with the lerk or the fade. It typically happens when you are moving backwards and fire at the same time. The animation displays as you basically shooting your own clipping model.
    I'm pretty sure that you can't damage what you were aiming at, since the shot hit something before it got to the target. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I was always under the impression that the shot still attacked as normal it was just your view of it that was messed up. I think I'm gonna have to test this with some bots later tonight. I'll post what I find out from that.
  • AnavrinAnavrin Join Date: 2002-10-30 Member: 1734Members
    No, gorge spit is not hitscan. I still do not believe lerk spikes are hitscan. I haven't seen any proof of the claim that they are, and seeing as the "spark" animation plays on damaged marines give an indication of when the damage is actually registered and that spark animation plays when the projectile intersects with the hitbox of the marine, I'm pretty sure that lerk spikes are projectiles.

    And I'm also sure that the spike/acid rockets/spit that impacts on your own hitbox is just a visual bug, and the projectile in question actually does travel normally on serverside. Same reason why you can frequently get an acid kill by tapping fire even though the client tells you that you're out of energy. Nothing appears to happen, yet the marine dies from an invisible acid rocket.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Anavrin+Apr 22 2003, 10:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Anavrin @ Apr 22 2003, 10:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No, gorge spit is not hitscan. I still do not believe lerk spikes are hitscan. I haven't seen any proof of the claim that they are, and seeing as the "spark" animation plays on damaged marines give an indication of when the damage is actually registered and that spark animation plays when the projectile intersects with the hitbox of the marine, I'm pretty sure that lerk spikes are projectiles.

    And I'm also sure that the spike/acid rockets/spit that impacts on your own hitbox is just a visual bug, and the projectile in question actually does travel normally on serverside. Same reason why you can frequently get an acid kill by tapping fire even though the client tells you that you're out of energy. Nothing appears to happen, yet the marine dies from an invisible acid rocket. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Spikes are very definitely without discussion a hit scan weapon. Flayra says so, and I've conducted tests on a server that shows it is indeed a hit scan.

    The trail of spikes are misguiding. The actual hit is exactly where the crosshairs are at - and instantaneously. But the weapon isnt a 100% accuracy weapon. I am not sure if it is fired with a cone or something, but not all shots fired registers even if both lerk and target are standing perfectly still.

    Also I <b>believe</b> OC's are indeed hitscan weapons, but they neither have 100% hit probability. Just like the marine turrets. The graphics showing that green thingy is as well misguiding.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    hmmm

    OC's being hitscan is a new one to me, but the lerk spike are hitscan

    gorge spit is not

    what about parasites, is it hitscan?
    I think it is...
  • MadjaiMadjai Join Date: 2002-11-01 Member: 2986Members
    Anavrin is correct, the spit that appears to hit you in the face does go along and does damage even though you dont see it. Ive done it many times when leaving port engine and shooting at the glass, i hear the glass being hit and breaking.
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    Lerk spikes aren't projectiles? That's.. silly. Why go to all the trouble of animating them like projectiles - even simulating falloff, forcing you to aim higher at targets further away to get the spikes to hit - if it in fact travels in a straight line? That's just going out of your way to mislead people. If for damage-calculating purposes lerk spikes travel in a straight line, then please animate them that way, although personally I kinda like them being projectiles.. correcting for the projectile falloff is a neat little quirk to being a lerk.
  • romanoromano Join Date: 2002-11-02 Member: 4296Members
    <!--QuoteBegin--taleden+Apr 22 2003, 05:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taleden @ Apr 22 2003, 05:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> correcting for the projectile falloff is a neat little quirk to being a lerk. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If you are "correcting" for falloff, you're missing your target. Spikes are hitscan, they hit where you aim, instantaneously. The spikes are simply useless graphics.

    I'd hazard to guess you aren't a very good lerk ;o.
  • SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
    does gorge spit unweld welded vents?
  • DervishDervish Join Date: 2002-11-01 Member: 2423Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->correcting for the projectile falloff is a neat little quirk to being a lerk<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Fun, yes. Won't get you too many kills though! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • NaughtyJesusNaughtyJesus Join Date: 2003-03-14 Member: 14516Members
    Whats the difference between hitscan and not?
    I'm just having trouble telling which is the projectile one and the insta- hit one.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    I usually just jump when running backward as a gorge/lerk and shooting spit/spike even though i usually owned the marines with heal spray b4 i gotta retreat <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> but if you jump and shoot while running abckward it doesnt explode in ur face
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    Hitscan weapons are instant. They usually display a sprite where they hit. Projectiles launch a projectile. No damage is dealt until this projectile collides with something. If that something is a marine then he takes damage.
  • AminalAminal Join Date: 2002-12-12 Member: 10610Members, Constellation
    <!--QuoteBegin--NaughtyJesus+Apr 22 2003, 06:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NaughtyJesus @ Apr 22 2003, 06:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Whats the difference between hitscan and not?
    I'm just having trouble telling which is the projectile one and the insta- hit one. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    hitscan weapons instantly hit, where you have the crosshairs as soon as you fire. Lerk spikes, parasite, LMG, HMG, turret fire and pistol are all hitscan weapons. The graphics you see are tracers, the lerk spikes or yellow lines you see with lmg/hmg fire are not the actuall rounds, they are tracer graphics, so you know where you're fireing.

    Lerk spikes are deadly accurate infinite range hitscan weapons, they have a high recoil so you do have to keep the x-hairs on target

    pistol fire is infinite range hitscan, it has very low recoil and is always deadly accurate.

    LMG and HMG both have a 'cone of fire' that is, that a varying innacuracy dependant on range. the further you are from a target, the less will hit. The HMG's cone of fire is larger than the LMG.

    Parasite, though hitscan, is not infinite range. it is accurate though, but will only go 25 meters or so i think. I have not tested the range.

    Projectile weapons are weapons which may fall to the ground, or travel in a straight line before impacting on a wall or target. Examples are the fades acid rocket, lerk spores, the grenade launcher, the bile bomb, gorges spit and (open to debate) the Offensive Chamber spit.

    Grenades and bilebomb are affected by gravity and will fall to the floor after a few meters. they are short range and explode on contact causing splash or direct damage

    Acid rockets, lerk spores and spit travel in a straight line and have (i think) infinite range, they explode on contact causing splash or direct damage (not spores), both are slow moving and can hence be dodged, unlike hitscan weapons.
    NOTE Spores are the lerks 3 hive ability, the nasty green gas that goes through walls)
  • Raiden333Raiden333 Join Date: 2003-03-22 Member: 14770Members
    Where does the Onos' paralyze fit in? I've heard from different people debating both sides.
  • PetitMortePetitMorte Join Date: 2002-11-06 Member: 7232Members
    Onos Paralyze is an infinite range, no recoil absolutely accurate hitscan weapon. If you can target em, you can paralyze em. However, it does no damage.

    This is incredibly fun on such maps as MissileCommand where the paralyzed jetpacking marines just fall screaming to their deaths.

    <JP Marine with HMG>: Ha Ha you alien scum! Here I come to kill your hive!!!
    <cloaked Onos>: ptooie! splak!
    <JP Marine with HMG>: AAAAAAAhhhhhhhh!!! Why Am I falling so very very far!?!?! WTH!!!1 hax0rz! I...splat.
    <recloaking Onos> heheheheheheheh
  • KaniranKaniran Join Date: 2003-01-19 Member: 12465Members
    edited April 2003
    Onos paralyse is not absolutely accurate, and is a very fast moving projectile. It is not hitscan. Although paralyse seems to be hitscan, it actually can be dodged, and doesn't impact the target instantly. The further away the target is, the longer time before paralyse will impact.

    Edit: Did some testing, so I removed the whole recoil thing. I didn't know, but pistol and lerk spike both have some recoil, though VERY minor.
  • romanoromano Join Date: 2002-11-02 Member: 4296Members
    <!--QuoteBegin--Aminal+Apr 22 2003, 06:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aminal @ Apr 22 2003, 06:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> (open to debate) the Offensive Chamber spit. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Offensive chambers are projectile. How do we know? They can detonate mines, just like gorge spit <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->.
  • EvenFlowEvenFlow Join Date: 2002-12-18 Member: 11046Members
    <!--QuoteBegin--PetitMorte+Apr 22 2003, 07:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (PetitMorte @ Apr 22 2003, 07:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Onos Paralyze is an infinite range, no recoil absolutely accurate hitscan weapon. If you can target em, you can paralyze em. However, it does no damage.
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I've seen 2 paralyze kills recently, one where I was the victim and no I did fall to my death <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> The graphic registered between the 'killer' and 'victim' is a skull and crossbones and when I checked my console it said *insertnamehere* killed Even~Flow with Paralysis...so I don't know, I recall being on low HP at the time.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    A lot of people are ALSO misled by the fact that if you change weapons after firing, but before they die (Easiest test is try leaping on a marine, and changing to parasite mid leap, you get loads <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ) you get the damage 'indicator' of the new weapon.

    Hence why you can get Primal Scream kills.
  • EvenFlowEvenFlow Join Date: 2002-12-18 Member: 11046Members
    edited April 2003
    <!--QuoteBegin--Shockwave+Apr 23 2003, 04:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shockwave @ Apr 23 2003, 04:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A lot of people are ALSO misled by the fact that if you change weapons after firing, but before they die (Easiest test is try leaping on a marine, and changing to parasite mid leap, you get loads <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ) you get the damage 'indicator' of the new weapon.

    Hence why you can get Primal Scream kills. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Point taken...but, when I got killed by paralyze I was on the rafter above viaduct on Nothing, Onos were running around like rabid dogs below us, no chance of getting close enough to charge/bite <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • wlibaerswlibaers Join Date: 2002-11-15 Member: 8685Members
    With paralyze you can actually see the projectile if you look carefully. It's tiny and very fast though. It also appears to drop with gravity.

    And the lerk does appear to have recoil, when shooting the crosshair can move a bit. The lerk spikes that appear to fall when they actually don't can be exploited to make you harder to find. Get in a high spot where you can see something you want to shoot, and sit there so that the tracers hit the platform you're on while the crosshairs are on the target. You will hit the target, but the tracer hits just in front of you so the marines will not see the tracers and have problems finding you.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    you should also add that grenades and bile bombs have the player's velocity added to their velocity when firing. this is realistic and essentially all weapons should be this way, however, the faster the muzzle velocity of the projectile the less noticeable this effect will be, to the point where it is not worth simulating.
  • AnavrinAnavrin Join Date: 2002-10-30 Member: 1734Members
    Those of you who think lerk spikes are hitscan do realize that hitscan traces can account ballistic trajectories right?

    *If* lerk spikes are actually hitscan, which I still don't buy until I see a demo/perform a test, they could still just as easily follow the same curve that the tracer follows. In fact, you can do some pretty funky things with hitscan, such as ricochet and still have it be hitscan. Once again, if the lerk spikes are hitscan, they're probably hitscan weapons that follow the trajectory of the actual spike.

    From what I know, the spark animation is only played once the server acknowledges that damage has been delt. This is evident when an acid rocket fires on the serverside and not on clientside, and you see the spark on clientside. I notice that spark plays only if I compensate for the curve of the actual spike.

    Unless for some bizarre reason, the hit animation sprite of the spike and spark animation sprite are mutually dependent, which means that the whole lerk damage is coded entirely differently than any other spark-inducing alien weaponry.
  • HuntsmanHuntsman Join Date: 2002-11-25 Member: 9929Members
    I am quite certain that lerk spikes hit instantaneously at the crosshair. I have spiked turrets at long distances aiming my crosshair at the base of the turret. The visual "spikes" were not very close to the turret at all, due to some of the long distances I've done this at. You can also spike jetpacking marines buzzing around at long distances, a feat which I have only accomplished while putting my crosshair directly over the flying marine, and which would be almost impossible or incredibly difficult if the weapon did not hit instantaneously at the crosshair. There is an official response somewhere out there which says the same thing. (I think it's actually about 1.1 - that right now the lerk spikes instantaneously hit at the crosshair even though the spikes don't, and that it will be changed in 1.1)

    A question about the gorge spit - how is it used to detonate mines? I've heard that you have to aim slightly above the mine, but I've seen gorges detonate mines by jumping and firing, just shooting the same place (apparently) multiple times, and so on. I've also seen instances where these tricks fail. What's the real secret?
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    the mine's trigger is actually a few inches above its displayed body, to set them off with acid rocket, you can shoot anywhere near it and the splash damage will hit the invisible floating trigger, but with gorge spit, you ahve to fire a little amove them. maybe this person you saw learned the trick as to jump to catch the top of the mine. try shooting past it, and the spot might jsut catch the mine.

    of course its easier if you can shoot directly at the fact of the mine, cuz then your projectile will prolly fall through the trigger area, but if you are in a position to do that youa re probably in the red line anyway!

    ive read that according to the 1.1 changelog lerk animation and damage point will be synchronized, as is logical, inferring that it is NOT currently synchronized, what we dont know is if it will become a real projectile or if the animation will display in straight lines!
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    <!--QuoteBegin--romano+Apr 22 2003, 06:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (romano @ Apr 22 2003, 06:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--taleden+Apr 22 2003, 05:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taleden @ Apr 22 2003, 05:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> correcting for the projectile falloff is a neat little quirk to being a lerk. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    If you are "correcting" for falloff, you're missing your target. Spikes are hitscan, they hit where you aim, instantaneously. The spikes are simply useless graphics.

    I'd hazard to guess you aren't a very good lerk ;o. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I'm actually a pretty good lerk, but most of my lerking revolves either around umbraing for fades, who then get all the kills, or from closer combat in which the projectile falloff doesn't matter - if the crosshairs are on his head so that the spike hits his chest, he takes the damage no matter where the spike actually "hits". At distances, however, I do seem to recall aiming higher to hit, say, an RT, or a turret, such that the animated spike hit the structure itself and the crosshairs were pointed at a wall or something above it, and the structure went down, so it must have been hitting. I, too, am still not convinced the spikes are actually instant hitscan.. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
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