Hit Registration
PowerfuryOA
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!
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!
Comments
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").
Think its on your end slick
Maybe just a display problem...
But i experienced it quite a bit earlier.
Sometimes -200, sometimes -88. -88, -88, -88, -88.
Not anymore since build 221 as far as I know.
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.
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.
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.
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.
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.
There's also some weird firing delay going on with pretty much everything.
My shots just do not register, hitreg is terrible. Hope its fixed for 1.0 or i'll be very upset :'(