Skulk and Fade Hitdetection
dePARA
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.
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
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.
Needs sorting out definitely, given that most of the combat in the game is based around melee.
But fade's swipe should definately be tweaked.
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)