Please re-evaluate Lerk hit registration
Brackhar
Santa Monica Join Date: 2003-10-26 Member: 22004Members, Constellation, Reinforced - Onos
Hopefully one of the developers gets a chance to read this. Since roughly the 201 patch hit registration on lerks has seemed to have gone downhill quite a bit, which when combined with the bilebomb changes is making them quite a terror on most servers. Can we get a re-evaluation of the hit reg on these guys? It's enough that at the moment I am considering avoiding playing NS2 until this is addressed.
How many others are seeing similar nasty things right now?
How many others are seeing similar nasty things right now?
Comments
There was a whole topic on that subject which resultet in some pretty good hitreg fixes, specially for the lerk. Which means around build 200+ the hitreg should have become better.
With a video it will be much easier to find out the problem.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=117522" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=117522</a>
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I did some tests on a local server with a lot of bots (tickrate~20, 50% choke) and if you don't move it seems to always work, when thing become more dynamic I had a few problems :
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/kxupTjisEAY"></param><embed src="http://www.youtube.com/v/kxupTjisEAY" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
I don't know if we can learn anything from this, but my guess it that it's not unexpected given the tickrate.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think it's a lerk specific problem, but the lerk moves fast so it probably make it worse. The general performance really need to improve at some point.
I specifically dislike how the lerk seemingly defies physics and can perform 90 degree turns without losing any speed. Eratic "zig-zagging" in flight shouldn't be possible in my opinion...
I specifically dislike how the lerk seemingly defies physics and can perform 90 degree turns without losing any speed. Eratic "zig-zagging" in flight shouldn't be possible in my opinion...<!--QuoteEnd--></div><!--QuoteEEnd-->
The hit indicators stick around for half a second after you land a hit. You fire 5 shots in that time. So what's happening here is you're hitting 1 or 2 bullets and missing 3 or 4. Thus, you have constant hit indicators, but are not hitting all of your shots.
The 90s and 180s are a result of 100% air control which I agree is really bad for gameplay.
I specifically dislike how the lerk seemingly defies physics and can perform 90 degree turns without losing any speed. Eratic "zig-zagging" in flight shouldn't be possible in my opinion...<!--QuoteEnd--></div><!--QuoteEEnd-->
The mechanics comes from the good ol' HL-engine, which is outdated but it was something SO new and different (lerk controls) then that people couldn't even imagine whining about the lerks momentum.
Now it could be written. Problem is, that it could take a LOT of time to configure different kind of control scheme to lerk. I have no info about the lua, but i would think that it would take a LOT of time to write properly.
But i have to agree, I would LOVE to see some momentum on lerks flight pattern. Like they could still claim straight up and shoot spikes at its target, but when theyr lunging they cannot simplu 180 back or need proper room (still you needed to be able to do this at corridors which the game takes place to :D) to take hard 90< degree turns.
I did tried partial air control, but it wasn't very convincing, I don't remember exactly why, I didn't liked it much. I can probably redo it if you want to try.
Also I don't think Spark is doing anything differently compared to the HL-engine, I mean laws of motion and integrating differential equations date back from the 1700's, so it's not exactly new ;)
There is just something wrong with lerk. It's either hitbox reg, it's overall speed or dropped ticks on the server after a bit of time. (or a combination of all of it). But there is just something wrong when I can basically fly in the face of 6 marines and not be too worried. Get 2 good lerks together and yeah it's over for the marines as they can just rotate attack the base (one in one out).
I did tried partial air control, but it wasn't very convincing, I don't remember exactly why, I didn't liked it much. I can probably redo it if you want to try.
Also I don't think Spark is doing anything differently compared to the HL-engine, I mean laws of motion and integrating differential equations date back from the 1700's, so it's not exactly new ;)<!--QuoteEnd--></div><!--QuoteEEnd-->
Right now, your right in HL it was simply +movement cmd which controlled the push that player got, and accelrated overtime. (Something alog these lines)
And its kinda exactly the same in NS 2 right now.
What i ment, it would be a LOT of work callibrating it right, that could fit the enviroment that ns 2 has, becausethe mapping includes many tight corridors and small spaces that you need to be able to manuver. So getting it to funciton properly, it would still need a LOT of work.
There is just something wrong with lerk. It's either hitbox reg, it's overall speed or dropped ticks on the server after a bit of time. (or a combination of all of it). But there is just something wrong when I can basically fly in the face of 6 marines and not be too worried. Get 2 good lerks together and yeah it's over for the marines as they can just rotate attack the base (one in one out).<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm pretty sure I played that game you speak of as well on the marine team. We couldn't even dent you guys until we got lvl 3 weapons and by that point fades, gorges, and onosi (?) were in our base making up for the lack of lerk.
i often find myself (more so when connecting to the UK) shooting accurately, seeing green blood effects, seeing coinciding red crosshair ticks, and then after 20 or 30 rounds still no kill. Very confusing.
like that video shows, it seems like the client isn't sending the info to the server or something. wonder if this has to do with server performance more than anything?