Hello, if you could take a moment to answer this I would be most grateful.
Is the collision working as intended or are you planning to work on it more?
By collision I mean ingame collision between enemy players.
You mean how every alien lifeform has the ability to either bounce off of or stop when colliding with any other alien lifeform, yet marines seem to pass through alien lifeforms at will, including exos?
JektJoin Date: 2012-02-05Member: 143714Members, Squad Five Blue, Reinforced - Shadow
No it isn't working as intended. Mountain goat marines and player collision inconsistencies will hopefully be addressed in the movement overhaul some playtesters have mentioned.
My issue is when skulks get too close to you they begin to collide with your model and actually clip inside of you, making it very difficult to hit them; their model should stop as soon as they get within range of your model; think counter-strike knife round; that's a perfect example
Personally I am beginning to lose faith, or mebe have already lost it. Collision is a very key issue in any game with lots of melee combat and it has been in a very poor state from way back when I began playing in the early beta, back then there were more pressing issues like content and the game running, but now...
I have been bring it up on the forums on and off ever since day 1 but I do not think I remember ever getting a dev response, so I am not sure they care. Which imo is a pity, ns1 had excellent collision I wish they would follow that precedent.
Frankly I am not sure anyone cares, its a rather invisible issue. Most people talk about other stuff on the forums.
The collision on ns1 was done on the gldsrc engine, I'm sure they care but it's probably something difficult to solve and not on their highest priority list compared to other things.
And to be honest, the issue is only very noticeable with
marine vs skulk
marine vs lerk
exosuit vs skulk
I feel that during close range situations those are the things that collide inside of you the most, making it very hard to land proper shots. Also I think the model for the lerk goes too insane when flapping up/down and what not, becomes very erratic
Is this the movement overhaul from the balance patch they are talking about? Because that one still seems to be very experimental.
From the Balance Test mod, yes.
While values are still being adjusted, the fundamental coding of the system prevents many of the old issues from occurring like your camera dipping through the floor when jumping, or mountain goating etc...
Do we know if this is specific to the game's code, or to networking/interpolation?
ie, in a local game aiming at moving drones, with not even LAN networking, would there ever be collision issues?
Comments
I would dare say it will be fixed at some point.
I have been bring it up on the forums on and off ever since day 1 but I do not think I remember ever getting a dev response, so I am not sure they care. Which imo is a pity, ns1 had excellent collision I wish they would follow that precedent.
Frankly I am not sure anyone cares, its a rather invisible issue. Most people talk about other stuff on the forums.
And to be honest, the issue is only very noticeable with
marine vs skulk
marine vs lerk
exosuit vs skulk
I feel that during close range situations those are the things that collide inside of you the most, making it very hard to land proper shots. Also I think the model for the lerk goes too insane when flapping up/down and what not, becomes very erratic
While values are still being adjusted, the fundamental coding of the system prevents many of the old issues from occurring like your camera dipping through the floor when jumping, or mountain goating etc...
ie, in a local game aiming at moving drones, with not even LAN networking, would there ever be collision issues?