Hit Registration

PowerfuryOAPowerfuryOA Join Date: 2012-03-07 Member: 148314Members
<div class="IPBDescription">Just got knocked back about 15 builds</div>I am not sure what happened in 224, but hit registration became unreliable once again. It even went down on stationary targets, something that did not happen previous builds. I have noticed that skulks in combat lasted *much* longer in combat, even with 3v1 scenarios. They just keep bouncing around.

I noticed that I did 165 damage to a skulk on a powernode. The skulk had enough time to leap away. At best, a skulk has 70 hp and 30 armor. The total damage of 165+ to kill that skulk is much overkill.

Is this intended to buff the aliens? What happened that made hit registration more unreliable?

Also, I'm digging the new parasite crosshair. Thanks!
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Comments

  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Hit reg feels just as good as in previous patches for me?
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    edited October 2012
    <!--quoteo(post=1996800:date=Oct 25 2012, 01:02 PM:name=PowerfuryOA)--><div class='quotetop'>QUOTE (PowerfuryOA @ Oct 25 2012, 01:02 PM) <a href="index.php?act=findpost&pid=1996800"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is this intended to buff the aliens?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Of course. Randomly requiring the marines to do more damage than the skulks have effective health is an intended balance mechanic. *facepalm*

    If you can find a real hit registration bug with reproduction steps, screenshots and/or video I'm sure UWE would be very interested in it.

    A skulk with carapace has 130 effective health vs normal damage btw. If damage was indeed 165 and the last shot was a pistol shot, the skulk must have regenerated at least 11 health during combat somehow or it was a bug (though not necessarily a classic hitreg bug, could have been just extra damage done "after death").
  • Onii-chanOnii-chan Join Date: 2002-11-05 Member: 7164Members
    Fine for me, it was probably the server just being a derp.
  • arnyboy87arnyboy87 Join Date: 2012-08-13 Member: 155551Members
    I agree probs the server ! no hit reg probs for me ,, but rubber banding has been high on some servers
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    I found it hard to hit skulks on my first try of the patch. Think it was the server, and the movement hitching problems
  • XosteanXostean Join Date: 2012-02-17 Member: 146370Members
    wait what, hit reg is the best its been in like 5 patches.

    Think its on your end slick
  • tk-421tk-421 Join Date: 2006-11-03 Member: 58315Members, Reinforced - Shadow
    edited October 2012
    It's been working great for me as well, perhaps it's the server and/or your internet connection?
  • ColtColtColtColt Join Date: 2012-06-27 Member: 153707Members
    I have definitely noticed that sometimes point-blank shotgun hits Onos for 88 damage. Always 88.

    Maybe just a display problem...
    But i experienced it quite a bit earlier.
    Sometimes -200, sometimes -88. -88, -88, -88, -88.
  • ShakerShaker Join Date: 2002-11-21 Member: 9582Members, NS2 Map Tester, Reinforced - Shadow
    The damage numbers are client side and very unreliable, right?
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    edited October 2012
    <!--quoteo(post=1996994:date=Oct 25 2012, 05:10 PM:name=Shaker)--><div class='quotetop'>QUOTE (Shaker @ Oct 25 2012, 05:10 PM) <a href="index.php?act=findpost&pid=1996994"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The damage numbers are client side and very unreliable, right?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Not anymore since build 221 as far as I know.
  • Silvereye89Silvereye89 Join Date: 2012-09-02 Member: 157329Members
    I had a similar problem on one or two servers today too. I had to aim in front of (moving) skulks to actually hit them. Putting my crosshair right over the enemy made me miss all the time.

    Maybe its kinda lag-related.

    But while aiming in front of the skulk and acutally hitting him, my client does not show this and I dont get the damage numbers appearing. The skulk dies after some time anyway.
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    <!--quoteo(post=1996800:date=Oct 25 2012, 01:02 PM:name=PowerfuryOA)--><div class='quotetop'>QUOTE (PowerfuryOA @ Oct 25 2012, 01:02 PM) <a href="index.php?act=findpost&pid=1996800"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am not sure what happened in 224, but hit registration became unreliable once again. It even went down on stationary targets, something that did not happen previous builds. I have noticed that skulks in combat lasted *much* longer in combat, even with 3v1 scenarios. They just keep bouncing around.

    I noticed that I did 165 damage to a skulk on a powernode. The skulk had enough time to leap away. At best, a skulk has 70 hp and 30 armor. The total damage of 165+ to kill that skulk is much overkill.

    Is this intended to buff the aliens? What happened that made hit registration more unreliable?

    Also, I'm digging the new parasite crosshair. Thanks!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hitreg is much worse if you play on servers with a higher ping (70ms+), on lower ping, it seems to be much better (like 40ms)

    As someone else stated, it gets pretty ridiculous when you hit an onos for about 100 dmg at point-blank range, it's a freaking meatshild, you shoot the center and only 1/2 of the pellets hit? ###### up pretty much.

    On a side note, switch that shotgun to fall-off / low spread instead of high spread.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited October 2012
    I don't particular see the hitreg issue of bullets not connecting, I however do see an increase in bullets going around extreme corners that normally wouldn't happen @ 70ms vs 35ms (mine). Like 3/4 meters around the corner still getting hit, I accept 1 maybe 2 meters, but this new bullet curving is a bit too much @ those low latencies :P
  • PowerfuryOAPowerfuryOA Join Date: 2012-03-07 Member: 148314Members
    <!--quoteo(post=1996944:date=Oct 25 2012, 09:22 AM:name=Xostean)--><div class='quotetop'>QUOTE (Xostean @ Oct 25 2012, 09:22 AM) <a href="index.php?act=findpost&pid=1996944"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->wait what, hit reg is the best its been in like 5 patches.

    Think its on your end slick<!--QuoteEnd--></div><!--QuoteEEnd-->

    Not in this patch. I have routinely hit skulks for 120+ damage with shotguns and they still live on multiple servers. Either hit registration has gotten worse or they need to alter the damage number pop up.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    "Hitreg" seems noticeably worse this patch compared to last patch.
  • ScubboScubbo Join Date: 2012-10-03 Member: 161364Members
    edited October 2012
    yeah, I can confirm seeing skulks etc die behind walls after a second or so of the marine emptying their mag into them, (~ 80ms - 100ms ping) pretty funny, kinda reminds me of CS source :O
  • {GGs} Chicken{GGs} Chicken Join Date: 2011-11-22 Member: 134663Members, NS2 Map Tester
    Yeah it's laughably bad. Damage numbers don't help either as they're also wrong so often.
  • Onii-chanOnii-chan Join Date: 2002-11-05 Member: 7164Members
    The damage numbers are server side.
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    edited October 2012
    Hitreg definitely feels <i>different</i> from 223. It seems a bit more inconsistent. Sometimes I get shotgun hits with the shotgun that would not have connected that well in 223 and they surprise me, and sometimes shotgun shots that would have connected better in 223.

    My gut instinct tells me the hitbox location on the skulk is a bit different now when the skulk is on the move.

    There could still be some small prediction issue out there.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    I think it's only to be expected that this new net code isn't perfect at first release, I'm sure it will be further finetuned and optimised well past release.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    hitboxes are dragging now, even people with low pings move like 200+
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    <!--quoteo(post=1997726:date=Oct 26 2012, 07:58 AM:name=Skie)--><div class='quotetop'>QUOTE (Skie @ Oct 26 2012, 07:58 AM) <a href="index.php?act=findpost&pid=1997726"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hitreg definitely feels <i>different</i> from 223. It seems a bit more inconsistent. Sometimes I get shotgun hits with the shotgun that would not have connected that well in 223 and they surprise me, and sometimes shotgun shots that would have connected better in 223.

    My gut instinct tells me the hitbox location on the skulk is a bit different now when the skulk is on the move.

    There could still be some small prediction issue out there.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Yeah, that's exactly how I'm feeling about it. I haven't had a chance to play 225 yet, though.
  • SampsonSampson Join Date: 2012-01-06 Member: 139769Members
    hitreg seems fine... until i die around a corner :( but that's only been twice
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    225 is way worse than 224.
  • Live_FeedLive_Feed Join Date: 2010-07-15 Member: 72419Members
    it wouldn't be Natural Selection if you didn't die around a corner once in a while :D
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    edited October 2012
    There's definitely something wrong. Noticed it every game I played in the tournament today. Best way I can describe it is to say that it's like skulks got carapace for free.
  • ScubboScubbo Join Date: 2012-10-03 Member: 161364Members
    high ping you have to follow the target ahead to hit it, (200ping+) makes marines a lot harder to play than aliens :)
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    The hit boxes seem like they are no where near where the models are.

    There's also some weird firing delay going on with pretty much everything.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    I'd take the poorer performance of b223 over the problems we're seeing in this build, every time. Very frustrating to play right now.
  • DustehDusteh Join Date: 2011-07-25 Member: 112142Members, NS2 Map Tester, Reinforced - Shadow
    Something has definately changed in 224/225 (more so in 225).

    My shots just do not register, hitreg is terrible. Hope its fixed for 1.0 or i'll be very upset :'(
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