Serious Issues
blackholedreams
Join Date: 2004-02-04 Member: 26023Members
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.
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
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.
/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-->
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!
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.
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.
(...) 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-->
(...) 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.
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.
Regards,
Savant
Regards,
Savant <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
could cause some issues with spawning in players where there are low ceilings...
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.
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.
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!
<!--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.
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 :/
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.