<!--quoteo(post=2032446:date=Nov 22 2012, 03:21 PM:name=Locklear)--><div class='quotetop'>QUOTE (Locklear @ Nov 22 2012, 03:21 PM) <a href="index.php?act=findpost&pid=2032446"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, I have a video-ish.
I was just dubbing it in Vegas and found that it took 20 rounds to kill a skulk standing still..
8 rounds wasted afterwards due to my reaction time I guess.. And ofc, it includes some Tane frag video music for lolz where I almost die to some skulks like a tard.
The quality is kinda poor. If this sort of thing helps at all, (shooting at skulks standing still with what seems to be roughly 50% noreg) I can record this in higher quality and with more detail.
<a href="http://www.twitch.tv/l2pns2/b/341452008" target="_blank">http://www.twitch.tv/l2pns2/b/341452008</a><!--QuoteEnd--></div><!--QuoteEEnd--> I think on the first skulk you're just seeing the delay between you doing damage and the server confirming damage was done (about 250 ms usually I believe for a ping of 90). I couldn't really make out exactly how many shots you landed in the second scenario vs the shots you missed.
I think this one shows the situation the best. Shotgun also has rediclous spread, so it's a bit harder to tell, but (imho, shotgun should be low-spread + falloff anyway)
I was playing against 150 ping fades yesterday on the combat server, it was impossible to actually hit a single full damage shot on them with the shotgun. Wish I was able to record. 17 damage point blank shots everywhere, Hitreg Selection 2 all up in my grill.
I too experienced it. I was pretty good at killing skulks, im sure my aiming didnt really change from one day to the next, now I die to every skulk I encountered.
Needless to say I have barely played since the problem started.
It isnt marine only though, I cant hit ###### as alien either.
<!--quoteo(post=2036668:date=Nov 29 2012, 06:57 AM:name=Omega_K2)--><div class='quotetop'>QUOTE (Omega_K2 @ Nov 29 2012, 06:57 AM) <a href="index.php?act=findpost&pid=2036668"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So is UWE making any progress? Marine play with extremly inconsistent and random hitreg is absurd.<!--QuoteEnd--></div><!--QuoteEEnd--> I've heard that alot of hit reg bugs were pinned down and reported by the playtesters, and UWE is working to fix them.
It's really hard to tell what is hit reg and what is draw damage not drawing. You can shoot, hit, deal damage, and not see any draw damage pop up. I realize that is bad, but it is less bad than no damage at all being done.
i have video of myself taking bite hits from a skulk 2-3 ft in front of me facing away (my actual crosshair is on the skulks ass when im taking a bite hit).
its actually quite hilarious. both of our pings were green as well. but its a big reason why i stopped playing so much, whats the point of out dodging when its all client side anyway.. the skulk is facing away and nowhere near me, but can score a hit because on his side he sees me.
<!--quoteo(post=2036686:date=Nov 28 2012, 04:32 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Nov 28 2012, 04:32 PM) <a href="index.php?act=findpost&pid=2036686"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've heard that alot of hit reg bugs were pinned down and reported by the playtesters, and UWE is working to fix them.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thats great, they should playtest themselves to find the bugs that make them break 2+ things every patch.
<!--quoteo(post=2036686:date=Nov 28 2012, 03:32 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Nov 28 2012, 03:32 PM) <a href="index.php?act=findpost&pid=2036686"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've heard that alot of hit reg bugs were pinned down and reported by the playtesters, and UWE is working to fix them.<!--QuoteEnd--></div><!--QuoteEEnd-->
Good to hear! Can't wait for the fixes to hit reg....
If the damage numbers are not sent as reliable messages, that would IMO be a pretty easy fix to correct the issue with them. If there is some other issue where network messages are being dropped, I would imagine thats a much greater issue than just the hitreg issues... Ofc I do not have any knowledge of the issue engine level so I cannot truely know.
Considering blood effects are client side the damage numbers are the best hit confirmation tool in the game currently, if they are inaccurate its only making the hitreg seem worse than it really is.
Ive said it before but its worth repeating... there are currently no playtesters that IMO can realistically provide feedback on hitreg at a high level.. And that has caused bugs relating to it to go unnoticed that are very severe.
<!--quoteo(post=2036688:date=Nov 28 2012, 03:37 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Nov 28 2012, 03:37 PM) <a href="index.php?act=findpost&pid=2036688"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's really hard to tell what is hit reg and what is draw damage not drawing. You can shoot, hit, deal damage, and not see any draw damage pop up. I realize that is bad, but it is less bad than no damage at all being done.<!--QuoteEnd--></div><!--QuoteEEnd--> I don't understand why blood splats can draw but draw damage can't draw. It's really frustrating.
<!--quoteo(post=2036698:date=Nov 28 2012, 01:46 PM:name=xDragon)--><div class='quotetop'>QUOTE (xDragon @ Nov 28 2012, 01:46 PM) <a href="index.php?act=findpost&pid=2036698"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ive said it before but its worth repeating... there are currently no playtesters that IMO can realistically provide feedback on hitreg at a high level.. And that has caused bugs relating to it to go unnoticed that are very severe.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=2036698:date=Nov 29 2012, 07:46 AM:name=xDragon)--><div class='quotetop'>QUOTE (xDragon @ Nov 29 2012, 07:46 AM) <a href="index.php?act=findpost&pid=2036698"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If the damage numbers are not sent as reliable messages, that would IMO be a pretty easy fix to correct the issue with them. If there is some other issue where network messages are being dropped, I would imagine thats a much greater issue than just the hitreg issues... Ofc I do not have any knowledge of the issue engine level so I cannot truely know.
Considering blood effects are client side the damage numbers are the best hit confirmation tool in the game currently, if they are inaccurate its only making the hitreg seem worse than it really is.
Ive said it before but its worth repeating... there are currently no playtesters that IMO can realistically provide feedback on hitreg at a high level.. And that has caused bugs relating to it to go unnoticed that are very severe.<!--QuoteEnd--></div><!--QuoteEEnd-->
Was wondering if you or anyone else knew why damage numbers in the combat mod are sometimes overly inflated. e.g. 150-200 damage reading to kill a vanilla skulk - no regen, no hive heal, no healspray. Havn't played ns2c recently, but are the damage numbers consistent there as well?
<!--quoteo(post=2032684:date=Nov 22 2012, 11:20 PM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Nov 22 2012, 11:20 PM) <a href="index.php?act=findpost&pid=2032684"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't know that I've noticed many hitreg problems, but today I was seeing a lot of stuttering as an alien while moving. The faster I went, the more pronounced it became. Looked at my FPS and it was solid, checked the net stats and they were fine - the game just looked like my FPS was tanking whenever I went fast.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, good to know I'm not the only one experiencing this.
Combat damage numbers are doubled, basically they are counted twice. As far as I can tell its either some old code with the client/server change they made, or some other wierd bug.
I'd like a mod that very simply has the client record the damage it think's it's doing to a text file, and the server doing the same thing, and then uploads the text file to the server where the two records can be compared objectively.
If you have that run for half a dozen competitive matches you'll know how big an issue hit reg is pretty quickly.
It would also be immensely useful for debugging servers to identify the ideal settings for the best possible hitreg.
<!--quoteo(post=2033122:date=Nov 23 2012, 01:50 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Nov 23 2012, 01:50 PM) <a href="index.php?act=findpost&pid=2033122"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maxfps command or vsync will both create stuttering for you currently. Something about the transition from 60 to 30 fps. When the game renders 59 fps or less it automatically drops down to 30 fps (As vsync is designed to do) but while doing this , massive stuttering occurs that you can observe with profile turned on. I've reported this to Max already in the past, and many others in the tech support forums experience this. My suggestion: dont limit the frames in the meantime :)<!--QuoteEnd--></div><!--QuoteEEnd-->
Or, use adaptive vsync. Will limit you to your screen's refresh rate as long as you are producing enough frames, the second you are about to go below it turns off. I believe you need an Nvidia card though. Not sure if AMD has an analogue yet.
<!--quoteo(post=2036810:date=Nov 29 2012, 09:40 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Nov 29 2012, 09:40 AM) <a href="index.php?act=findpost&pid=2036810"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Was wondering if you or anyone else knew why damage numbers in the combat mod are sometimes overly inflated. e.g. 150-200 damage reading to kill a vanilla skulk - no regen, no hive heal, no healspray. Havn't played ns2c recently, but are the damage numbers consistent there as well?<!--QuoteEnd--></div><!--QuoteEEnd--> <!--coloro:#FFC0CB--><span style="color:#FFC0CB"><!--/coloro-->From what I understand there are some cases where the client and server disagree about a hit, and this could be affecting damage numbers. We're working on it though, so sit tight. :)<!--colorc--></span><!--/colorc-->
The damage numbers that pop up show only the damage that the weapon does, not the damage inflicted. So, you can do over 100 damage to a skulk using a pistol, because the pistol deals light damage, even though a skulk has 90hp. I'd like this changed.
Dragon, have you forgotten that quite often the playtester group reports stuff that doesn't actually get fixed? Almost every video I've ever made about NS2 involves hitreg, or alien movement. It's the one thing I find frustrates me to the point of not wanting to play NS2 as a result, along with poor performance.
elodea I have noticed this too the couple of times I've played the combat mod, skulks were taking anywhere from 100-280 damage to die, I just assumed this was some silly combat ugprade, but I have never seen this happen in classic.
I posted a modification of the hitreg tool somewhere that shows clearly differences between client and server with debug rays. I tried it recently on a local server but I didn't found any hitreg problems, it might be server specific.
didnt know if it is ping compensation or not but i am playing on a 50 ping server. i couldnt aim very good not to mention now when i am playing leisurely only after work.
but then i see something strange today. i was basically shooting behind where a skulk passed and i am pretty sure that i am shooting at nothing. all out of a surprise two skulks turned behind walls died. i am 100% sure that i didnt hit anything.
Well I know for sure now that registering shots are uncommon now after I saw how much damage I was actually doing to fades right in front of my face. <a href="http://www.twitch.tv/l2pns2/b/343815176" target="_blank">http://www.twitch.tv/l2pns2/b/343815176</a> @22:02 fade take an entire w1 magazine and loses less than 1/8th of his hp, and this happens almost always throughout the game. The nexzil server being played on isn't that bad for me, in fact it's better than most of the other community servers out there.
<!--coloro:#FFC0CB--><span style="color:#FFC0CB"><!--/coloro-->Yeah, fade is actually one of the worst targets when it comes to hitreg. Which is pretty funny when you consider how fast they go down. lol<!--colorc--></span><!--/colorc-->
Can't really play on marines cos of performance. Hit reg or something. Everything low on graphics with radeon 5770 1280x960 resolution, phenom x6 1055T processor. Crosshair says hit but no hits eventually.
B232 HITREG still bad. Putting 20+ bullets into ground skulks. It's amazing how it can be fixed for a singular patch and then spends the next 4 patches re-broken.
<!--quoteo(post=2038083:date=Nov 30 2012, 05:12 PM:name=GORGEous)--><div class='quotetop'>QUOTE (GORGEous @ Nov 30 2012, 05:12 PM) <a href="index.php?act=findpost&pid=2038083"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->B232 HITREG still bad. Putting 20+ bullets into ground skulks. It's amazing how it can be fixed for a singular patch and then spends the next 4 patches re-broken.<!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
I was just dubbing it in Vegas and found that it took 20 rounds to kill a skulk standing still..
8 rounds wasted afterwards due to my reaction time I guess.. And ofc, it includes some Tane frag video music for lolz where I almost die to some skulks like a tard.
The quality is kinda poor. If this sort of thing helps at all, (shooting at skulks standing still with what seems to be roughly 50% noreg) I can record this in higher quality and with more detail.
<a href="http://www.twitch.tv/l2pns2/b/341452008" target="_blank">http://www.twitch.tv/l2pns2/b/341452008</a><!--QuoteEnd--></div><!--QuoteEEnd-->
I think on the first skulk you're just seeing the delay between you doing damage and the server confirming damage was done (about 250 ms usually I believe for a ping of 90). I couldn't really make out exactly how many shots you landed in the second scenario vs the shots you missed.
<a href="http://www.youtube.com/watch?v=pvWhjkWkjY8" target="_blank">http://www.youtube.com/watch?v=pvWhjkWkjY8</a>
<a href="http://www.youtube.com/watch?v=tQXEqcMxPBE" target="_blank">http://www.youtube.com/watch?v=tQXEqcMxPBE</a> (with bonus rubberbanding)
I think this one shows the situation the best. Shotgun also has rediclous spread, so it's a bit harder to tell, but (imho, shotgun should be low-spread + falloff anyway)
kind of silly
Needless to say I have barely played since the problem started.
It isnt marine only though, I cant hit ###### as alien either.
I've heard that alot of hit reg bugs were pinned down and reported by the playtesters, and UWE is working to fix them.
its actually quite hilarious. both of our pings were green as well. but its a big reason why i stopped playing so much, whats the point of out dodging when its all client side anyway.. the skulk is facing away and nowhere near me, but can score a hit because on his side he sees me.
Thats great, they should playtest themselves to find the bugs that make them break 2+ things every patch.
Good to hear! Can't wait for the fixes to hit reg....
Considering blood effects are client side the damage numbers are the best hit confirmation tool in the game currently, if they are inaccurate its only making the hitreg seem worse than it really is.
Ive said it before but its worth repeating... there are currently no playtesters that IMO can realistically provide feedback on hitreg at a high level.. And that has caused bugs relating to it to go unnoticed that are very severe.
I don't understand why blood splats can draw but draw damage can't draw. It's really frustrating.
Unfortunately :(
Considering blood effects are client side the damage numbers are the best hit confirmation tool in the game currently, if they are inaccurate its only making the hitreg seem worse than it really is.
Ive said it before but its worth repeating... there are currently no playtesters that IMO can realistically provide feedback on hitreg at a high level.. And that has caused bugs relating to it to go unnoticed that are very severe.<!--QuoteEnd--></div><!--QuoteEEnd-->
Was wondering if you or anyone else knew why damage numbers in the combat mod are sometimes overly inflated. e.g. 150-200 damage reading to kill a vanilla skulk - no regen, no hive heal, no healspray. Havn't played ns2c recently, but are the damage numbers consistent there as well?
Well, good to know I'm not the only one experiencing this.
If you have that run for half a dozen competitive matches you'll know how big an issue hit reg is pretty quickly.
It would also be immensely useful for debugging servers to identify the ideal settings for the best possible hitreg.
Or, use adaptive vsync. Will limit you to your screen's refresh rate as long as you are producing enough frames, the second you are about to go below it turns off. I believe you need an Nvidia card though. Not sure if AMD has an analogue yet.
<!--coloro:#FFC0CB--><span style="color:#FFC0CB"><!--/coloro-->From what I understand there are some cases where the client and server disagree about a hit, and this could be affecting damage numbers. We're working on it though, so sit tight. :)<!--colorc--></span><!--/colorc-->
Dragon, have you forgotten that quite often the playtester group reports stuff that doesn't actually get fixed? Almost every video I've ever made about NS2 involves hitreg, or alien movement. It's the one thing I find frustrates me to the point of not wanting to play NS2 as a result, along with poor performance.
elodea I have noticed this too the couple of times I've played the combat mod, skulks were taking anywhere from 100-280 damage to die, I just assumed this was some silly combat ugprade, but I have never seen this happen in classic.
but then i see something strange today. i was basically shooting behind where a skulk passed and i am pretty sure that i am shooting at nothing. all out of a surprise two skulks turned behind walls died. i am 100% sure that i didnt hit anything.
just strange.
come on, you played beta i thought. lol
When I can do 10-0 on a skulk just flopping around there is a problem.