Skulk and Fade Hitdetection

dePARAdePARA Join Date: 2011-04-29 Member: 96321Members, Squad Five Blue
Hello, this is my first Post in this Forum.
Sorry about my english, ill will try my best :)

In 1.74 following changes come to the game:
Improved the accuracy of the trace to determine if Skulk bite hit a target

1.74 wasnt really playble, so i can see these "improvement" in 1.75.
The new Hitdetection is a really step back. Before the Patch i really like to play as Skulk. Now i hit nothing and die 1000times.

Same as Fade. It feels like he has 1cm arms now.

In my opinion, the Marines are totally overpowered now. They have a much better accuracy cause the serveroptimations.

Comments

  • SeraphaceSeraphace Join Date: 2011-04-26 Member: 95644Members
    I have to say the melee hitbox is a bit retarded atm. Also, does the fade teleport no longer auto-face marines?
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Welcome to the forums :)

    I'm not sure hit detection got worse as much as lag improved enough for marine weapons to be more effective. My experience is that aliens are still op, but slightly less so than B173/4. Also, the fade melee attack has been pretty poor since the alpha. What I would suggest is to change tactics when using skulks/fades and try to ambush marines rather than charge them.
  • jkflipflopjkflipflop Join Date: 2010-10-13 Member: 74423Members
    Aliens got severely nerfed in 175. Shoving right up against a marine and biting only damages about half the time.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    The problem is more I think that fighting in melee is just a mess, stuff flashes across the screen and you have no idea where the other player is half the time, you spend most of it looking for them, as either side.

    Needs sorting out definitely, given that most of the combat in the game is based around melee.
  • CaCaCaCa Join Date: 2003-06-12 Member: 17319Members
    edited April 2011
    Beyond the fact that melee fighting is a mouselook-disorientation mess as Chris0132 points out (been so in NS1 as well, I must say), I think skulk bite is ok. I play with 130 ping most of the time and I can bite pretty well as it is.
    But fade's swipe should definately be tweaked.
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    edited April 2011
    <!--quoteo(post=1843273:date=Apr 29 2011, 09:59 PM:name=CaCa)--><div class='quotetop'>QUOTE (CaCa @ Apr 29 2011, 09:59 PM) <a href="index.php?act=findpost&pid=1843273"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->melee fighting is a mouselook-disorientation mess as Chris0132 points out (been so in NS1 as well, I must say)<!--QuoteEnd--></div><!--QuoteEEnd-->
    I disagree.

    In NS2, yes that is true, because your view orientation is tied to lag (bug?), and in addition there are occlusion culling delays when changing view orientation.

    In NS1, it was smooth as butter, with no lag when moving your view around, and no occlusion culling delays either. Although, it was super fast paced and easy to get lost in the action, but that's the fun of it.

    Still, hit detection seems pretty solid for this stage of NS2 development, except for the attack position bug that popped up in exaggerated form recently for melee. (your attack hitbox is still based on where you were when you pressed attack, even though the hit timing is calculated to correspond with the animation, or something like that... also I think there is a bug that doesn't lag compensate for the attacking player's change in position, and this melee thing just exaggerates it, hard to tell)
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