Serious Issues

blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
edited February 2004 in NS General Discussion
Ok, first of all, I despise ladders. I hate them. Why? Because as a Fade, Onos, or JPer, I am constantly getting stuck on them. Do SOMETHING about them that will make them easier to get off of. In fact, could you make it so that blinking Fades and JPers with their jets active DO NOT stick to ladders? Or, if they're on them and blink/jet off, they'll immediately detach? co_kestrel is the absolute worst for this.

Also, I have the biggest issue with missing hits that you make on your screen. For example, today I shot a skulk running at me early in the game from about 5-7 ft away. This is fatal range, correct? Anyway, I hit him square in the center of his body about 3 times, and then he killed me. Later on, I got a skulk running out of his hive with a glancing blow from slightly further away than the previous skulk (maybe 8-10 ft) and killed him instantly. Also, this was with a level 1 shotgun. What's the deal? Another example is of focus hits with the skulk and fade missing. You'll have your enemy dead in your screen and right next to you, you'll attack, and nothing happens. This is made worse by bunnyhopping. Now, clearly something is wrong if a Fade can't hit a Marine standing RIGHT IN FRONT OF HIM. I'm not sure what causes this, but a possible solution would be to extend the side to side range of the Fade's swipe. Anyway, see what you can do about these frustrating problems.

Comments

  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    JPers and fades sticking to ladders is annoying yes. Blinking or using jet should stop the effect of the ladder then it would be perfect.

    Maybe the first skulk had carapace and your aim wasn't as good as you thought it was. Maybe the second skulk had just got out a fight with 10hp.

    I think if you widened the fade's hit area you would be starting to make it too easy to use. So I think it should stay as it is. Avoiding being hit as a marine is as much of a skill as aiming.
  • l3igDl3igD Join Date: 2003-11-20 Member: 23262Members
    Blink on ladder "oops" I press jump key...Im off...woot?
  • OG17OG17 Join Date: 2002-11-01 Member: 2024Members
    Little harder when blinking up a ladder in a tube.
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    i get this bug with shotgun pretty often. i shoot at the skulk = sprahnels fly and the skulk doesnt take damage
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    Doh, so this is why that lerk survived from 8 point-blank lv.2 sg shots in a vent, and in the end killed a heavy (all the time being in zero distance) <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    /Stupid me thought hax0r and left the game <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
    What I'm talking about is not me griping about missing, it's that attacks I do on my screen appear to hit BUT DO NO DAMAGE. There's no blood drawn, and it's ridiculous.

    Also, REMOVE TELEFRAGGING!!! Why in the world is it in the game?! It's stupid and pointless. Instead of telefragging, bump the marines on the IP/PG to the side! It makes sense!
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    Telefragging?

    It doesn't work that way. It's a relic from the original half life. The actual term is called 'worldspawn' in which if 2 people are in the exact same space, the one that was there first, dies.
  • OG17OG17 Join Date: 2002-11-01 Member: 2024Members
    So... telefragging.

    I'm sure that IPs and phase gates could easily push players aside before bringing in another. It's pretty poor as it is, especially when you consider that there's no warning at all before activation and that comms frequently set up bases with the things in the midst of everything.
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    yeah, getting telefragged sucks <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • DantemssDantemss Join Date: 2003-12-13 Member: 24305Members
    edited February 2004
    <!--QuoteBegin-Rapier7+Feb 26 2004, 12:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rapier7 @ Feb 26 2004, 12:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Telefragging?

    (...) if 2 people are in the exact same space, the one that was there first, dies. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    In fact, not always does this happen. If you use a teleport entity to make 2 people be in the same place at the same time, they will just get stuck on each other. I think worldspawn in half-life is only related to spawn entities. Also, it may be possible to make people on a pg or ip be thrown away when someone teleports. But I prefer the old method, since newbie oni and fades often get telefragged. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    On the fade + ladder thing: Just make it so that fades can't use ladders at all. Although VERY rarely, this may be a problem for 0 hive fades who have no blink, I would much rather take that hit than have it the way it is now. Ladders are pure death to fades. With their incredibly slow normal movement speeed, getting stuck on a ladder is very bad. And ladders are usually oriented for easy use, so they're right in the middle of an area a fade might be blinking into. Assaulting the mess hall area on nancy from above comes to mind. You keep wanting to blink out, but there are huge ladders leading to the safety of the upper level, and almost no way to blink past them quickly. Apply the same code that lerks use and make ladders non-sticky for fades!
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    <!--QuoteBegin-Dantemss+Feb 27 2004, 12:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dantemss @ Feb 27 2004, 12:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Rapier7+Feb 26 2004, 12:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rapier7 @ Feb 26 2004, 12:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Telefragging?

    (...) if 2 people are in the exact same space, the one that was there first, dies. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    In fact, not always does this happen. If you use a teleport entity to make 2 people be in the same place at the same time, they will just get stuck on each other. I think worldspawn in half-life is only related to spawn entities. Also, it may be possible to make people on a pg or ip be thrown away when someone teleports. But I prefer the old method, since newbie oni and fades often get telefragged. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    And unlucky ones - which hurts NS as a competitive game if a match can turn around because the hitbox of an expensive or important creature was over an IP or PG at the wrong time. And theres no way to prevent it from occasionally happening.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    <!--QuoteBegin-SaltzBad+Feb 27 2004, 02:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SaltzBad @ Feb 27 2004, 02:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And unlucky ones - which hurts NS as a competitive game if a match can turn around because the hitbox of an expensive or important creature was over an IP or PG at the wrong time. And theres no way to prevent it from occasionally happening. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Sure it is preventable, watch your step as an alien and don't stand on the PG or IP. The "old way" was garbage, PG's were easily nullified by having an alien simply stand on the PG.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    Why not double the base height of the phase gate so that an alien attacking it will hit the edge and not 'slip over' into the phase area? Because the height of PGs is so low, it is very easy to 'slip' over the edge if you are not careful. This would only be a cosmetic change and wouldn't affect the operation of the PG itself.

    Regards,

    Savant
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    <!--QuoteBegin-Savant+Feb 27 2004, 02:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Feb 27 2004, 02:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why not double the base height of the phase gate so that an alien attacking it will hit the edge and not 'slip over' into the phase area? Because the height of PGs is so low, it is very easy to 'slip' over the edge if you are not careful. This would only be a cosmetic change and wouldn't affect the operation of the PG itself.

    Regards,

    Savant <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    could cause some issues with spawning in players where there are low ceilings...
  • blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
    Why not just knock ALL players directly on the PG/IP back?
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    <!--QuoteBegin-MMZ>Torak+Feb 27 2004, 02:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MMZ>Torak @ Feb 27 2004, 02:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-SaltzBad+Feb 27 2004, 02:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SaltzBad @ Feb 27 2004, 02:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And unlucky ones - which hurts NS as a competitive game if a match can turn around because the hitbox of an expensive or important creature was over an IP or PG at the wrong time. And theres no way to prevent it from occasionally happening. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Sure it is preventable, watch your step as an alien and don't stand on the PG or IP. The "old way" was garbage, PG's were easily nullified by having an alien simply stand on the PG. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Uh, thanks for pointing out the obvious. My point is, it will still happen - in crowded spots, when running out of a 'rine base or what have you, a creature will sometimes simply by considered over the PG although theres no remotely understandable way to fathom that from the players FOV.

    In other words, accidents happen - and an ugly telefrag has nothing to do with skill or lack thereof, it can just be really bad luck. Same as the smashing doors/elevators/gestating on a slope. None of this is a remotely desirable feature.]

    A constant autopush away from that spot making it impossible to be Telefragged would work. As for the other issues, just a bit of code that makes entitys like doors always yield to player models unless specified otherwise.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    Constant autopush sounds good, until you think of a PG built on a high platform that you may not want to fall off of. Say, the catwalk in ns_hera vent hive. Wouldn't be fun to phase in and then get pushed right off into the skulk soup below...
  • OG17OG17 Join Date: 2002-11-01 Member: 2024Members
    edited February 2004
    That'd be an excellent reason not to put a phase gate there.

    Though to be fair, I (can't speak for others) did intend to say that the gates/IPs should push marines who try to step onto them, as opposed to those who just appeared. Warp in and walk off, but you can't step back on.

    An alternative (perhaps a superior one) is to simply have the push activate only directly before the gate/IP warps someone in, so that it could be stepped over as usual if inactive. Being pushed randomly is far better than being telefragged randomly. Not sure how HL would handle momentum from a sudden strong push, though; wouldn't want to to send people across the room.

    Edit: I should read my own posts. That "alternative" was what I originally said.
  • Raw_EvilRaw_Evil Join Date: 2003-01-05 Member: 11903Members
    I know the answer to both problems:

    First, the apparent-hit-but-eventual-miss is probably being caused by client-side blood prediction. There is a console command to turn this off, and I'm sure you can find it by Googling for "half-life console commands" or something alike

    Secondly, the telefragging problem. I would personally prefer a warming-up activation sound instead of being pushed aside or blocked. Why? Because it adds to the militaristic feel of the marines: they are trained professionals, and they should be able to avoid a PG or IP that is powering up. The PG/IP should make some sort of sound, possibly glowing as well (maybe/maybe not).

    Thoughts? Complaints? Insults? Forget it - I don't care!
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    <!--QuoteBegin-Raw Evil+Feb 28 2004, 10:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Raw Evil @ Feb 28 2004, 10:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Secondly, the telefragging problem. I would personally prefer a warming-up activation sound instead of being pushed aside or blocked. Why? Because it adds to the militaristic feel of the marines: they are trained professionals, and they should be able to avoid a PG or IP that is powering up. The PG/IP should make some sort of sound, possibly glowing as well (maybe/maybe not).
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    While on paper, this sounds like a cool idea and I like the asthetics, it would certainly make for much easier spawn camping, and base destruction if the aliens knew which IP was about to dispense dinner.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    On the more interesting topic of "the shots that hit but do not actually hit",
    It's caused by the recent netcode updates(in HL v 1120 - Steam, that is), which causes the hitbox to lag behind the players on occasion. Blame ValvE :/
  • SchmurfySchmurfy Join Date: 2003-05-14 Member: 16322Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->it would certainly make for much easier spawn camping, and base destruction if the aliens knew which IP was about to dispense dinner.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    maybe you never noticed but the order in which ip spawn players is constant, with 2 ips, as soon as you see one marine spawn you always know where to look for "dinner".
    btw if there are some aliens in the base you are dead meat with or without a sound for the ip.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Secondly, the telefragging problem. I would personally prefer a warming-up activation sound instead of being pushed aside or blocked. Why? Because it adds to the militaristic feel of the marines: they are trained professionals, and they should be able to avoid a PG or IP that is powering up. The PG/IP should make some sort of sound, possibly glowing as well (maybe/maybe not).<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    It may be a good thing, let telefragging as is and just add a sound to tell marines about the ip/phasegate activation.
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    SG sparks is the worst tbh
Sign In or Register to comment.