Shotgun proximity damage

ArxArx Join Date: 2008-01-28 Member: 63516Members
Hello everyone, I just registered today and this is my first post. I'm 25 and have been playing NS for about 2 years now and I'm looking forward to contributing my ideas towards NS2 which I’m also looking forward to with great anticipation. My forum name is the same name I use in NS so if you see me give me a shout <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> . Well now that the introductions are done it's on to business....


I tried searching to see if there was already a topic like mine discussed but didn't find any so if I'm beating a dead horse than I apologize. I would like to suggest that the shotgun be upgraded to be able to compete with the other heavy weapons in NS like the HMG. I'm not saying that the SG is weak but that it lacks the stopping power of the HMG in my opinion. My main concern is the amount of damage done at very close to point-blank range. I find it very frustrating when I blast a leaping skulk in the face at point-blank range only to have it take it and bite my head off. In my opinion that shouldn't happen, especially in the case of a skulk. I prefer using the SG because it's semi-auto firing style helps me to be more accurate in my shots because you cant spray an area like a HMG, it forces me to become a better shot. So basically what I’m asking for is a powerful increase in damage at close ranges and ESPECALLY head shots. I think this would make it a true contender against the HMG instead of it being "that weapon that you get before the HMG." That and like i mentioned earlier I would really like to see critical damage for headshots for both sides. I would also like to suggest researchable clip sizes at the arms lab for the SG so it can have more than 8 shots. Thanks for your time!

Comments

  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    You need to aim.

    Look up half-life hitbox registration and "rates" - specifically cl_cmdrate, rate, and cl_updaterate, as well as (perhaps more importantly) ex_interp and ex_extrapmax commands and consider the fact that you need to aim behind a leaping skulk in order to hit it due to the limitations of current network technology.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    So if I understand Radix correctly, seeing as NS2 is being built using LUA and Valve's HL2 - Source, this shouldn't be a problem, if it isn't fixed already. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    Unless I have it all wrong and the same problems have carried over regarding hitbox registration and "rates".
  • ArxArx Join Date: 2008-01-28 Member: 63516Members
    <!--quoteo(post=1668709:date=Jan 28 2008, 11:25 AM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Jan 28 2008, 11:25 AM) <a href="index.php?act=findpost&pid=1668709"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You need to aim.

    Look up half-life hitbox registration and "rates" - specifically cl_cmdrate, rate, and cl_updaterate, as well as (perhaps more importantly) ex_interp and ex_extrapmax commands and consider the fact that you need to aim behind a leaping skulk in order to hit it due to the limitations of current network technology.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't really have a problem aiming, I usually hit what I aim at, but I could always be better. Thanks for the info I'll consider it in the future.

    Speaking of aim, do you have any suggestions for mouse lag. Not that I'm sure it's lag really. I use an wireless optical mouse and it's a little old but it never gave me any problems with any other applications before, be it a game or anything else. I call it lag but it's more like hesitation. The mouse will briefly stop responding almost exclusively when engaged against an opponent. when I’m interacting with my own team or just running around I’m fine but as soon as I get in a combat situation it never fails to hesitate right when I need to make a quick movement and fire to save myself. Let me know what you think.
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    I dunno. I'd say that that's just a bit of lag occurred by the alien, because that happens to me at times too.

    Anyways, I've never seen a shotgun not kill a skulk when it hits them in the face. Especially not at damage level 2 or above. I personally think it's very powerful already, but I guess adding some extra damage for point-blank shots couldn't hurt, and maybe reduce the damage for targets farther away.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    edited January 2008
    The only time a point blank shell will not kill a skulk is if its not aimed fully on him. In the fast paced environment of NS, you could easily have just nicked him with 5 of 10 pellets, which wouldn't kill the skulk, but you'd see a whole lotta green blood.

    Keep in mind too that theres a random spray. Sometimes a lot of the bullets can be skewed to one side.
  • ArxArx Join Date: 2008-01-28 Member: 63516Members
    Thanks for the input guys but I would also like to hear your thoughts on critical damage for headshots. I think it would be a nice touch of realism.
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    Although I like realism in games, it would be unfair for the aliens. What is always facing the marines? The skulk, gorge, lerk, and onos's heads. Fades would be more marine-like. Aliens would have to try to get critical damage and it would be very hard; marines would basically just shoot normally and almost always get critical damage.

    I believe this topic was already discussed. (Critical hits to the head)
  • ArxArx Join Date: 2008-01-28 Member: 63516Members
    edited January 2008
    I understand your concern, originally I thought Onos's would be excluded from that due to their heads being armored but I understand your argument and find myself having to agree. However some basic damage increase for point-blank shots I still think would be reasonable, that and the ability to research larger clip sizes for shotties, up to say 12 shots max.

    P.S. sorry about repeating the topic of headshots
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    <!--quoteo(post=1668717:date=Jan 28 2008, 02:57 PM:name=Arx)--><div class='quotetop'>QUOTE(Arx @ Jan 28 2008, 02:57 PM) <a href="index.php?act=findpost&pid=1668717"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Speaking of aim, do you have any suggestions for mouse lag.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Check your polling rates and make sure your mouse is a good one. Look into Logitech's gaming mice or a company called Razer.

    Also we had a couple (2) podcasts, you might listen to the settings tweaks if you're interested:

    <a href="http://www.nsdojo.net/listen/training.html" target="_blank">http://www.nsdojo.net/listen/training.html</a>
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1668717:date=Jan 28 2008, 02:57 PM:name=Arx)--><div class='quotetop'>QUOTE(Arx @ Jan 28 2008, 02:57 PM) <a href="index.php?act=findpost&pid=1668717"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Speaking of aim, do you have any suggestions for mouse lag.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The mouse lag is a HL problem that, for whatever reason, is more common in NS. The steam forums have a fix{<a href="http://forums.steampowered.com/forums/showthread.php?t=502112" target="_blank">link</a>}.
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    shotgun naturally does more damage at close range due to the 'pellet cone': a closer object will be hit by more pellets
  • ArxArx Join Date: 2008-01-28 Member: 63516Members
    Radix and locallyunscene, thanks a ton for the help in the mouse lag area. I'm really glad to see something done about this, this should help me step up my game a notch <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />.
  • PrefixPrefix Éirinn go Brách Join Date: 2006-12-31 Member: 59353Members, Constellation
    <!--quoteo(post=1668717:date=Jan 28 2008, 07:57 PM:name=Arx)--><div class='quotetop'>QUOTE(Arx @ Jan 28 2008, 07:57 PM) <a href="index.php?act=findpost&pid=1668717"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't really have a problem aiming, I usually hit what I aim at, but I could always be better. Thanks for the info I'll consider it in the future.

    Speaking of aim, do you have any suggestions for mouse lag. Not that I'm sure it's lag really. I use an wireless optical mouse and it's a little old but it never gave me any problems with any other applications before, be it a game or anything else. I call it lag but it's more like hesitation. The mouse will briefly stop responding almost exclusively when engaged against an opponent. when I’m interacting with my own team or just running around I’m fine but as soon as I get in a combat situation it never fails to hesitate right when I need to make a quick movement and fire to save myself. Let me know what you think.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Id say thats due to fps drops.

    A large drop in fps ( frames per second) can really screw with mouse movement
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    <!--quoteo(post=1668784:date=Jan 29 2008, 12:15 PM:name=Arx)--><div class='quotetop'>QUOTE(Arx @ Jan 29 2008, 12:15 PM) <a href="index.php?act=findpost&pid=1668784"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...some basic damage increase for point-blank shots I still think would be reasonable, that and the ability to research larger clip sizes for shotties, up to say 12 shots max.

    P.S. sorry about repeating the topic of headshots<!--QuoteEnd--></div><!--QuoteEEnd-->

    No problem, no harm done....anyways, point-blank shots for anything but the shotgun shouldn't deal much more damage, if any at all; again, aliens are primarily melee. I know it hurts a lot more to get shot by a pistol point blank than say, 200 feet away, but a lot of battles require point-blank shots.

    The larger clip sizes are available with the extra levels mod (xmenu) in combat, but having that be an available research for marines in regular NS wouldn't hurt, I suppose.
  • ArxArx Join Date: 2008-01-28 Member: 63516Members
    <!--quoteo(post=1668796:date=Jan 29 2008, 08:17 AM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Jan 29 2008, 08:17 AM) <a href="index.php?act=findpost&pid=1668796"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The mouse lag is a HL problem that, for whatever reason, is more common in NS. The steam forums have a fix{<a href="http://forums.steampowered.com/forums/showthread.php?t=502112" target="_blank">link</a>}.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Umm it says I do not have permission to access the page. I'm regestered too. can you please supply a direct download link? thanks.
  • enigmaenigma Join Date: 2004-09-11 Member: 31623Members
    edited January 2008
    <!--quoteo(post=1668713:date=Jan 28 2008, 02:53 PM:name=CanadianWolverine)--><div class='quotetop'>QUOTE(CanadianWolverine @ Jan 28 2008, 02:53 PM) <a href="index.php?act=findpost&pid=1668713"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So if I understand Radix correctly, seeing as NS2 is being built using LUA and Valve's HL2 - Source, this shouldn't be a problem, if it isn't fixed already. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    I take it you haven't played TF2/CSS (or you just can't aim).

    <!--quoteo(post=1668743:date=Jan 28 2008, 06:21 PM:name=Arx)--><div class='quotetop'>QUOTE(Arx @ Jan 28 2008, 06:21 PM) <a href="index.php?act=findpost&pid=1668743"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks for the input guys but I would also like to hear your thoughts on critical damage for headshots. I think it would be a nice touch of realism.<!--QuoteEnd--></div><!--QuoteEEnd-->
    No to locational damage. Unless you're shooting at a completely stationary alien, it's highly unlikely that you'll intentionally land any headshot. You'll get the effect of critical hits with bullets randomly hitting the head hitbox.

    On your mouse problem: get a Microsoft wheel mouse optical. You can pick one up at newegg for ~$10. It's a gaming grade mouse that easily matches or outperforms most $50+ "Gamer" mice out there.
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    My secret PT source tells me that they once tested locational damage by adding a damage multiplier for headshotting skulks. It was tossed out because skulks would die even faster than they already do.
  • CanadianWolverineCanadianWolverine Join Date: 2003-02-07 Member: 13249Members
    <!--quoteo(post=1668906:date=Jan 30 2008, 12:47 AM:name=enigma)--><div class='quotetop'>QUOTE(enigma @ Jan 30 2008, 12:47 AM) <a href="index.php?act=findpost&pid=1668906"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I take it you haven't played TF2/CSS (or you just can't aim).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Play TF2 quite regularly, and I haven't noticed any hit box issues, especially while I play the sniper. Considering that NS2 is being built from scratch in a different engine as its own stand alone game, why would it have the same hit box issues as NS1? Granted, it might have new issues, but it shouldn't have the same problems, so the issue at hand of hit box irregularities seems to be a non-issue already.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    I thought for a second there you said <b>stand alone engine</b>. my bad.

    as for the hitbox thing, i heard there was something to do with how Source 'rewinds' the game when it sends to and from the server to client; one of the devs or someone gave a better indepth explanation. i'm sure someone remembers it *shrug* so does this fix or cause the hitbox irregularity?
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