A Question About Gorge Spit
Dervish
Join Date: 2002-11-01 Member: 2423Members
I know Lerk spikes are hitscan.... is the same true for Gorge spit? How does the spit actually do damage? I'm confused, as - especially with offense chambers - you can be hitting or getting hit by the spit animation, but you'll take no damage, then when you're out in the clear suddenly you'll take a hit. If anybody could give an answer to this, I'd be grateful.
Comments
When you shoot the spit as a gorge, those spits sometimes "explodes" in front of your face, even when you are shooting far away.
This has happened to me several times, when i fight against a marine. Does that spit still hit (even when the spit animation doesn't go anywhere) or does those marine bullets somehow destroy it?
When you shoot the spit as a gorge, those spits sometimes "explodes" in front of your face, even when you are shooting far away.
This has happened to me several times, when i fight against a marine. Does that spit still hit (even when the spit animation doesn't go anywhere) or does those marine bullets somehow destroy it? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You can emulate this same effect with the lerk or the fade. It typically happens when you are moving backwards and fire at the same time. The animation displays as you basically shooting your own clipping model.
I'm pretty sure that you can't damage what you were aiming at, since the shot hit something before it got to the target.
I'm pretty sure that you can't damage what you were aiming at, since the shot hit something before it got to the target. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I was always under the impression that the shot still attacked as normal it was just your view of it that was messed up. I think I'm gonna have to test this with some bots later tonight. I'll post what I find out from that.
And I'm also sure that the spike/acid rockets/spit that impacts on your own hitbox is just a visual bug, and the projectile in question actually does travel normally on serverside. Same reason why you can frequently get an acid kill by tapping fire even though the client tells you that you're out of energy. Nothing appears to happen, yet the marine dies from an invisible acid rocket.
And I'm also sure that the spike/acid rockets/spit that impacts on your own hitbox is just a visual bug, and the projectile in question actually does travel normally on serverside. Same reason why you can frequently get an acid kill by tapping fire even though the client tells you that you're out of energy. Nothing appears to happen, yet the marine dies from an invisible acid rocket. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Spikes are very definitely without discussion a hit scan weapon. Flayra says so, and I've conducted tests on a server that shows it is indeed a hit scan.
The trail of spikes are misguiding. The actual hit is exactly where the crosshairs are at - and instantaneously. But the weapon isnt a 100% accuracy weapon. I am not sure if it is fired with a cone or something, but not all shots fired registers even if both lerk and target are standing perfectly still.
Also I <b>believe</b> OC's are indeed hitscan weapons, but they neither have 100% hit probability. Just like the marine turrets. The graphics showing that green thingy is as well misguiding.
OC's being hitscan is a new one to me, but the lerk spike are hitscan
gorge spit is not
what about parasites, is it hitscan?
I think it is...
If you are "correcting" for falloff, you're missing your target. Spikes are hitscan, they hit where you aim, instantaneously. The spikes are simply useless graphics.
I'd hazard to guess you aren't a very good lerk ;o.
Fun, yes. Won't get you too many kills though! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I'm just having trouble telling which is the projectile one and the insta- hit one.
I'm just having trouble telling which is the projectile one and the insta- hit one. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
hitscan weapons instantly hit, where you have the crosshairs as soon as you fire. Lerk spikes, parasite, LMG, HMG, turret fire and pistol are all hitscan weapons. The graphics you see are tracers, the lerk spikes or yellow lines you see with lmg/hmg fire are not the actuall rounds, they are tracer graphics, so you know where you're fireing.
Lerk spikes are deadly accurate infinite range hitscan weapons, they have a high recoil so you do have to keep the x-hairs on target
pistol fire is infinite range hitscan, it has very low recoil and is always deadly accurate.
LMG and HMG both have a 'cone of fire' that is, that a varying innacuracy dependant on range. the further you are from a target, the less will hit. The HMG's cone of fire is larger than the LMG.
Parasite, though hitscan, is not infinite range. it is accurate though, but will only go 25 meters or so i think. I have not tested the range.
Projectile weapons are weapons which may fall to the ground, or travel in a straight line before impacting on a wall or target. Examples are the fades acid rocket, lerk spores, the grenade launcher, the bile bomb, gorges spit and (open to debate) the Offensive Chamber spit.
Grenades and bilebomb are affected by gravity and will fall to the floor after a few meters. they are short range and explode on contact causing splash or direct damage
Acid rockets, lerk spores and spit travel in a straight line and have (i think) infinite range, they explode on contact causing splash or direct damage (not spores), both are slow moving and can hence be dodged, unlike hitscan weapons.
NOTE Spores are the lerks 3 hive ability, the nasty green gas that goes through walls)
This is incredibly fun on such maps as MissileCommand where the paralyzed jetpacking marines just fall screaming to their deaths.
<JP Marine with HMG>: Ha Ha you alien scum! Here I come to kill your hive!!!
<cloaked Onos>: ptooie! splak!
<JP Marine with HMG>: AAAAAAAhhhhhhhh!!! Why Am I falling so very very far!?!?! WTH!!!1 hax0rz! I...splat.
<recloaking Onos> heheheheheheheh
Edit: Did some testing, so I removed the whole recoil thing. I didn't know, but pistol and lerk spike both have some recoil, though VERY minor.
Offensive chambers are projectile. How do we know? They can detonate mines, just like gorge spit <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I've seen 2 paralyze kills recently, one where I was the victim and no I did fall to my death <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> The graphic registered between the 'killer' and 'victim' is a skull and crossbones and when I checked my console it said *insertnamehere* killed Even~Flow with Paralysis...so I don't know, I recall being on low HP at the time.
Hence why you can get Primal Scream kills.
Hence why you can get Primal Scream kills. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Point taken...but, when I got killed by paralyze I was on the rafter above viaduct on Nothing, Onos were running around like rabid dogs below us, no chance of getting close enough to charge/bite <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
And the lerk does appear to have recoil, when shooting the crosshair can move a bit. The lerk spikes that appear to fall when they actually don't can be exploited to make you harder to find. Get in a high spot where you can see something you want to shoot, and sit there so that the tracers hit the platform you're on while the crosshairs are on the target. You will hit the target, but the tracer hits just in front of you so the marines will not see the tracers and have problems finding you.
*If* lerk spikes are actually hitscan, which I still don't buy until I see a demo/perform a test, they could still just as easily follow the same curve that the tracer follows. In fact, you can do some pretty funky things with hitscan, such as ricochet and still have it be hitscan. Once again, if the lerk spikes are hitscan, they're probably hitscan weapons that follow the trajectory of the actual spike.
From what I know, the spark animation is only played once the server acknowledges that damage has been delt. This is evident when an acid rocket fires on the serverside and not on clientside, and you see the spark on clientside. I notice that spark plays only if I compensate for the curve of the actual spike.
Unless for some bizarre reason, the hit animation sprite of the spike and spark animation sprite are mutually dependent, which means that the whole lerk damage is coded entirely differently than any other spark-inducing alien weaponry.
A question about the gorge spit - how is it used to detonate mines? I've heard that you have to aim slightly above the mine, but I've seen gorges detonate mines by jumping and firing, just shooting the same place (apparently) multiple times, and so on. I've also seen instances where these tricks fail. What's the real secret?
of course its easier if you can shoot directly at the fact of the mine, cuz then your projectile will prolly fall through the trigger area, but if you are in a position to do that youa re probably in the red line anyway!
ive read that according to the 1.1 changelog lerk animation and damage point will be synchronized, as is logical, inferring that it is NOT currently synchronized, what we dont know is if it will become a real projectile or if the animation will display in straight lines!
If you are "correcting" for falloff, you're missing your target. Spikes are hitscan, they hit where you aim, instantaneously. The spikes are simply useless graphics.
I'd hazard to guess you aren't a very good lerk ;o. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I'm actually a pretty good lerk, but most of my lerking revolves either around umbraing for fades, who then get all the kills, or from closer combat in which the projectile falloff doesn't matter - if the crosshairs are on his head so that the spike hits his chest, he takes the damage no matter where the spike actually "hits". At distances, however, I do seem to recall aiming higher to hit, say, an RT, or a turret, such that the animated spike hit the structure itself and the crosshairs were pointed at a wall or something above it, and the structure went down, so it must have been hitting. I, too, am still not convinced the spikes are actually instant hitscan.. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->