Hit reg?
Know pain
Join Date: 2012-09-04 Member: 157674Members
Why is it so god awful? 5 Bullets from a level 3 dmg pistol can kill a skulk at 200 yards but a 1 round from a shot gun, also lvl 3 dmg can't kill an afk skulk point blank. I know there are countless threads on this but hit reg is still bad and it's not being fixed.
Comments
You can be at point blank range and still miss half the pellets if you are not aiming center mass.
Has nothing to do with bad hit-reg
Other than that, I don't have any problems with hit registration in combat.
Skulk bites still occasionally show up as 50's instead of 75's for some reason. and 25's instead of 50's.
It sucks to have glancing blows but have hit reg not even decide the correct damage properly.
point blank shots, -19 damage all day
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First: This is not point blank.
Second: You don't even have the skulk under your crosshair (for the first one) :|
Know pain > Take a video, nothing can be done if you don't document it, it's easier to debug too if there is a bug.
Especially for a skulk AFK at point blank/center mass, this is not even relative to Hitreg if it didn't killed him :/
It's not because we don't believe there is not a bug, it's just that we CAN'T do anything with just assumption (look at Princess_of_Power's video :/).
And not everybody have the same experience, what if it's FPS or ping related and I have not the same config? What if? And if?
I would say, the more classic response is "Why dont you play the game and notice it yourself". That's the point. Not everybody can necessarily notice it.
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Thanks for posting a video of how perfectly the hit reg works with the shotgun, UWE appreciates your effort.
Protip: next time you try and kill carapace skulks with a level 1 shotgun, try actually being point blank.
What we really need are bullet decals, because it is really hard to judge spread from distance without a visual reference.
You'd be able to see what missed in that video for example.
Be interesting to see when it gets fixed.
1) The flinching bug (see eh's post)
2) Shotgun randomness/spread. While being more centered around the mid, spread is still random and leads to inconsistent damage results. Low sperad/DMG falloff shotgun type would be much better, as it would be more reliaable
3) Lag compensation/Networking, this is probably somthing that can still be improved, because in NS it still seems quite bad at occasion. Like getting killed around corners as skulk, or this sort of "hit feedback" delay.
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it's not like the skulk sponged those shots, it looks like you're aiming too far behind them, then firing at the same time as you twitch your crosshair over them.
i have similar timing problem in tf2. you just have to train yourself to wait like 0.033 seconds longer before firing.
in the relatively short time i've played ns2, i've never had a weakass hit from what i felt to be a perfect shot (not to say i get perfect shots every time). but maybe this is just because i played scout in tf2 where the hitreg can be incredibly random. ns2 hitreg is masterful compared to tf2 hitreg, AR and pistol seem to always hit stuff they should :)