Important question about patch notes...

.ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
<div class="IPBDescription">Fire delay has been removed...?</div>"Bullets will now fire the immediately upon pressing the shoot button and will use the same exact angles that the player is viewing before shooting (thanks Matso!)."

The way this is described is confusing to me. I would like someone with technical knowledge to explain what this means.... "will use the same exact angles that the player is viewing before shooting".

Is this redundant or actually a change in the guns mechanics?

Also I have noticed a definite difference in the way skulk bites are calculated now. It seems to me that there was a delay between when you clicked and when the skulk bite would register on screen (Appears to be linked to the animation). Was this removed for the skulk?

It seems like this change has not only effected guns but also the melee attacks. I am used to prefiring a bit with my skulk to land a hit... now it seems all off (Or on?).

Can someone please clear this up for me? By the way... thank you for removing any delays on when you hit fire... that seemed to only add to the lag and hit registry issues. I love a nice fast clean attack on my weapons. No unresponsiveness ftw.

Comments

  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    You now actually bite and shoot where you aim at. F.e. as skulk it was possible to bite an RT while you faced away from it with the crosshair. Now the crosshair has to be directly at the target the moment you press for bite, else it will not hit.
    Got the same problem in the beginning but you will get used to it really fast.
  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    edited April 2012
    Interesting... I have had a lot of trouble landing bites with my skulk current build. I did notice that registry on bites is MUCH faster now which I really like, but the timing is different as well.

    You can watch as you are biting on a structure that the hitmarkers show differently than they did prior builds. When you click it regs immediately instead of with the animation. So you are getting hit markers before the animation shows you biting. This is gonna throw a lot of players off at first who have been playing the last builds. New players won't notice anything at all.

    I remember playing some of the very early builds it was bugging me a lot why I couldn't hit bites on marines... then I realized there was a massive delay between when you clicked and when the bite actually registered. After I learned that my kill count went WAY up. I am not too sure what the developers were thinking when they added this delay to the skulk, shotgun, and fade? It seems to match up with the animation which is good I guess but in that case they should just speed the animations WAY up to counter-act the delay.

    Anyway, I am a freak about these little details in games. I think they are what can make or break a game for a new coming player.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The way this is described is confusing to me. I would like someone with technical knowledge to explain what this means.... "will use the same exact angles that the player is viewing before shooting".<!--QuoteEnd--></div><!--QuoteEEnd-->
    i think all they did is improve it to be more accurate. my theory is this:
    before the patch, there was a delay between clicking for an attack and the time the bullet actually flew off. when the bullet was spawned, it used the new, current angle instead of the angle at the time you actually clicked. this would make sense to me, but it's really just a guess.
  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    <!--quoteo(post=1928075:date=Apr 21 2012, 04:22 AM:name=Laosh'Ra)--><div class='quotetop'>QUOTE (Laosh'Ra @ Apr 21 2012, 04:22 AM) <a href="index.php?act=findpost&pid=1928075"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i think all they did is improve it to be more accurate. my theory is this:
    before the patch, there was a delay between clicking for an attack and the time the bullet actually flew off. when the bullet was spawned, it used the new, current angle instead of the angle at the time you actually clicked. this would make sense to me, but it's really just a guess.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ahhhh. I see what you mean. I did notice that actually. I just wasn't sure if that was actually happening or not because I've never seen it in any other shooter game (To my knowledge). It must be a way to alter someones perceptions about the shot delay to make it seem responsive. Interesting... I wonder why the developers chose to make the gun behave that way *Scratches head*. I am being honest haha theres a thousand little things like this in NS that make me wonder <i></i>why<i></i>. Not in a bad way... just in a curious way.
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