Typical Fade Death

SukitSukit Join Date: 2005-01-08 Member: 33712Members
<div class="IPBDescription">4 Corners away from any rine</div> Getting really **** off being <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo--> when in my screen im at least a corner or 2 away.

Its not to do with ping coz im playing with cable pulling a ping of round 40 or so.
Anyone else notice that in B5 when your fleeing the marines using blink and you think your safely around the corner and die ! its pizzing me off alot. either everyone has their rates set up to take advantage of fades blinking or theres something wrong with the hit reg not being able to keep up with the blink speed or something, or perhaps its just that i suck and im leaving my escape run too late?

Anyone else experiencing this problem, because fading is prolly the most important part of the alien game, to take down the shotgun hmg threat that usualy arises the same time as the first fade.

Sukit.

Comments

  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Sukit+Feb 8 2005, 04:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sukit @ Feb 8 2005, 04:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Getting really **** off being <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo--> when in my screen im at least a corner or 2 away.

    Its not to do with ping coz im playing with cable pulling a ping of round 40 or so.
    Anyone else notice that in B5 when your fleeing the marines using blink and you think your safely around the corner and die ! its pizzing me off alot. either everyone has their rates set up to take advantage of fades blinking or theres something wrong with the hit reg not being able to keep up with the blink speed or something, or perhaps its just that i suck and im leaving my escape run too late?

    Anyone else experiencing this problem, because fading is prolly the most important part of the alien game, to take down the shotgun hmg threat that usualy arises the same time as the first fade.

    Sukit. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I don't have this problem much at all as fade. On some servers as skulk yes, though. But I've found its usually because of choke/loss.
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    I think it's because when you're blinking quickly and you die, you still rocket forward for a few seconds before hitting the ground. Maybe you're just not noticing that you're dead until your screen starts to tilt back, which is a fraction of a second after you actually die, enough to make you think you were around that corner before dying when in actuality you never made it to the corner.

    And high rates aren't bad, it's low rates that are bad. Turn yours up; the defaults are way too low for most people.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    I'm sure hit registration is part of the problem. I have seen skulks running away get around the corner, then I see that I killed them. However, I think that if the fade hitbox actually matched with where the player was, fades wouldn't have a chance against marines that can aim well.

    There's also the fact that the server uses the location that the player shooting you sees you at, rather than the location that you see yourself at (aka lag compensation). This means that by the time you start trying to run away from the fight, your health is actually lower than what it appears to be.
  • comradecomrade Join Date: 2003-11-30 Member: 23774Members
    Mostly those deaths are because when you run away the marines actually follow you
  • QwertyMcDunkinQwertyMcDunkin Join Date: 2002-10-06 Member: 1443Members
    Try not to suck at fade.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    It's not just your latency/lag that matters. The latency of other players also figures in. If they fire at where their client sees you (and the server verifies you were there at that time) then you get hit.

    It doesn't feel too off in most HL mods, but in NS, the aliens move extremely fast so you really notice it.
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    There is a delay between when the death occurs and when the death animation/sound plays... this also means that the average marine will fire about 5 lmg rounds more than needed on the average skulk :/
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    "Gun's don't kill people, <s>I</s> LAG DOES!"
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    <!--QuoteBegin-Zaggy+Feb 9 2005, 01:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zaggy @ Feb 9 2005, 01:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> "Gun's don't kill people, <s>I</s> LAG DOES!" <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Quoted for truth.
  • EndlessAbyssEndlessAbyss Join Date: 2005-01-29 Member: 38873Members
    edited February 2005
    hmm?
    Quaunaut, what is that picture in your avatar, and who is it?

    anyway, i really hate it when i seriously think i'm already over, and i still get shot and die, so i'd say that in reality, besides what has been explained, we actually got shot in our feet and 455 from behind, so we die a lot faster! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    so yeah, that's what i believe!
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->
  • MadJackMcJackMadJackMcJack Join Date: 2002-12-24 Member: 11467Members
    It's karma's way of compensating for the fact that you're a fade.
  • Mac1OManMac1OMan Join Date: 2004-10-29 Member: 32510Members, Reinforced - Supporter
    exact thing happens to me everytime... im about 2 seconds out of danger and some how i still take that death shot... i think the people shooting that get that kill have high pings making there bullets register late...
  • SukitSukit Join Date: 2005-01-08 Member: 33712Members
    Look guys i know all these things like with the death animation playing late etc, and i know marines chase me, im taking all this into account when i posted this post.

    tonight when i was playing i was pwning as a fade (just thought u should all know <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> but wen i retreated back to the local healing merchant i noticed i was still taking damage even tho i was around the corner, and well out of visual range (by well i mean about 3 marine steps around the corner) and by damage i mean about 10 to 15 points, so its like the last 2 shots hit me even wen i was around the corner. So its not like im liturally 4 corners away and dieng but still it is physically impossible to shoot around just 1 corner.

    I just realised what it could be, perhaps i was shot with those bullets but in the time it took for the game to display my new health (ie health dropping animation) i had already blinked around the corner. making it appear i lost the health while i was around the corner.


    I doubt it tho because the health dropping animation is pretty much instantanouse.

    I dunno who cares, ill get over it =)

    Happy Gaming.

    Sukit.
  • aonomusaonomus Dedicated NS Mastermind (no need for school) Join Date: 2003-11-26 Member: 23605Members, Constellation
    It happens to me alot as a skulk too, when I parasite someone from a vent, I almost always die because they can get enough shots into my hitbox when I am far gone. Its worse for lerk and fade when they are moving, but skulks bhopping can have bad hitbox reg too...
  • gazOzzgazOzz Work&#39;s a ... Join Date: 2003-12-25 Member: 24747Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    edited February 2005
    K... sukit...

    There are billions of threads explaining this delay due to HL net-code...

    What happened to you was not a delay in animation... Highly it is because the player who shoot you has high latency and still seeing you in his FOV... You maybe turned around the corner or even reached the second one considering the speed of blink... as soon as the data reach to server from that player; server will check your position at that time, considering the latency you both have... finally if you were there and he shoot you; server will register the hits and send data to your client... Then your health drops or you die as suppose to be...

    The delay between the position you SHOULD die and the position you actually see is because of the latencies of both you and the other player... You can roughly say this delay will be 2 times the latency of other player + 2 times your latency + 100... if he has 200 latency then the delay will be something like 600ms; which is longer than half a second and which is enough for a fade to blink large distances...

    This is why people able to play online games, even they have a high latency to server; and this is why sometimes the registered hit data arrives your client late... You may not notice this difference if your model is not moving fast... But leap or blink speed is way higher than avarge player speed in HL mods...

    Dont think this situation as "he shoot me around the corner"; It is more like "I continued moving; although he shoot me death before I turned around"...

    It is not bad for a fade to blink out a bit earlier... Watch your health as you always do; add 20 more to compansate bullets hits due to delay and blink out a bit earlier... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    EDIT: also keep in mind; that player started shooting you 600ms earlier than you notice you start taking damage at the first place... even if you react instantly there will be a clear 1.2 seconds that he can register hits on you... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • SukitSukit Join Date: 2005-01-08 Member: 33712Members
    thanx gazOzz, I understand what your saying and i totally agree because yes this is usually the case. Ive been playing online games 4 years and was reletivly late to cable so i know all about using ur lag to your advantage, and delayed damage etc.

    however i beileve there is another problem, because the people who were killing me around corners were other cablers, and the delay in death im experiencing is very unique to B5, i never noticed it in any of the other betas ive played (since 1.03). thats why i was wondering if anyone else has been experiencing it too, perhaps other long time players who have been playing before B5.

    Sukit.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    Have you tried running BEFORE you get to <300 hp?
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    of course not, the idea of the fade is to do as much damage per run as possible?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->?
  • comradecomrade Join Date: 2003-11-30 Member: 23774Members
  • BerettaBeretta Join Date: 2003-08-16 Member: 19794Members
    edited February 2005
    The typical fade death, for me anyway, is stupidity/over confidence not dodgy reg.

    Firstly, it was stupid of you to get on suchlow health that you couldnt get out safely, and over confident to obviously take on too many rines. (NS mode)

    The only other reason for dying as fade, linked with stupidity is getting caught on a small ledge or something.

    Also see lerk knifing.
  • amnesiacamnesiac Join Date: 2004-11-03 Member: 32619Members
    Wasn't there the a problem with the hitbox "trailing" ? I remember hearing something about this, but I don't know if it was fixed in b5. I'm pretty sure it was a latency issue but basically the models hitbox would trail abit ahead/ but blood would still come off the model.
  • EmpVEmpV Join Date: 2005-01-10 Member: 34556Members, Constellation
    ---Another Theory---

    Heres a different way to look at the problem.
    The halls and walkways in ns are usually pretty close quarters. So maybe all those machine gun bullets are just bouncing around all over the place. Maybe the bullets that hit you when you go around the corner are bouncing off the wall or a pipe or something and then hitting you. If grenades bounce off walls then why not bullets.

    I know the bullets don't bounce off walls, <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> but its a fun way to look at it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • ViolenceJackViolenceJack Join Date: 2002-11-03 Member: 5624Members
    you got this kind of stuff all the time when valve released the netcodes that was when most people had 56k and the odd person had ISDN. Used tp notice getting pulled about loads in CS
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    <!--QuoteBegin-Beretta+Feb 9 2005, 09:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Beretta @ Feb 9 2005, 09:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The typical fade death, for me anyway, is stupidity/over confidence not dodgy reg. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Tru dat.
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    <!--QuoteBegin-comrade+Feb 9 2005, 01:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (comrade @ Feb 9 2005, 01:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Mostly those deaths are because when you run away the marines actually follow you <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Lol, how strange?!
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    <!--QuoteBegin-TOmekki+Feb 9 2005, 09:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ Feb 9 2005, 09:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> of course not, the idea of the fade is to do as much damage per run as possible?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The secondary role is to do as much damage per run as possible. The fade's primary goal is to not die. If you run early and don't kill that last marine, you have the opportunity to try again in ~10 seconds. If you die, even if you kill that last marine, it'll be quite a while before you're able to fade again.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    edited February 2005
    <!--QuoteBegin-Sky+Feb 9 2005, 01:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sky @ Feb 9 2005, 01:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-TOmekki+Feb 9 2005, 09:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ Feb 9 2005, 09:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> of course not, the idea of the fade is to do as much damage per run as possible?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The secondary role is to do as much damage per run as possible. The fade's primary goal is to not die. If you run early and don't kill that last marine, you have the opportunity to try again in ~10 seconds. If you die, even if you kill that last marine, it'll be quite a while before you're able to fade again. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    thanks for the info <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • TheMunch8TheMunch8 Join Date: 2004-03-03 Member: 27080Members, Constellation
    <!--QuoteBegin-gazOzz+Feb 9 2005, 05:11 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (gazOzz @ Feb 9 2005, 05:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> EDIT: also keep in mind; that player started shooting you 600ms earlier than you notice you start taking damage at the first place... even if you react instantly there will be a clear 1.2 seconds that he can register hits on you... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Hence why there should never be anybody allowed on someone server above 250ms-300ms. Sorry dial up people.
  • kill4thrillskill4thrills Join Date: 2004-06-24 Member: 29506Members, Constellation
    i've seen it happen as well. a fade was in the double res node on veil, and he blinked out and then around 2 corners before the shotgun killed him... it was weird. i think the hitcode might be buggy <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> . i was spectating as a skulk at the time and everyone who saw it was like "WTH?"
  • RushakraRushakra Join Date: 2004-03-25 Member: 27523Members
    Three things:
    Lag
    Hit registration
    Entire enemy team is aimbotting/wallhacking.

    Seriously, who kills a non-walkerfade and doesn't hack? No one. It's so frikkin obvious. I think you all need to be banned from Steam, you dirty cheaters. You ruin the game.
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