Tf Trouble

SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
edited September 2003 in NS General Discussion
<div class="IPBDescription">Weirdness in the collision detection</div> I just left a small game. It was around 4v4, although people kept coming and going. As such, the marines <b>needed</b> to use turrets to guard their nodes. This would be enough to keep skulks at bay, you'd think. But you'd be wrong.

I'm not sure why or how, but skulks (at least), for all intents and purposes, can go "inside" the TF. What I mean is that they'll push themselves towards it, and the TF seems to block the turrets' fire. Marines can still hit him if they get the right angle, as the skulk's butt sticks out a bit.What this means is that that turret farm (15 res for the TF, along with 60 for the six turrets) is pretty much useless except against, say, a hive 1 gorge. With regeneration, you can actually heal to max while chewing away! And when you get two hives, a skulk can take on bigger turret farms; leap and celerity will get him in quick enough to bypass a larger number of turrets. Skulks should struggle against turrets; that's what they're there for, that's why you call in the onos or bilebombing gorge to take out unmanned fortified spots.

It only requires a knowledge of the weak spot. It doesn't require much skill, as evidenced by the fact that I can do it. :/

Is the collision detection stuff in 2.1 going to solve this? Anyone know?

Comments

  • TwoheadedchickenTwoheadedchicken Join Date: 2003-01-05 Member: 11866Members, Constellation
  • SudzzSudzz Join Date: 2003-08-01 Member: 18663Members, Constellation
    Yeah, electricity is the key.

    <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • typical_skeletontypical_skeleton Join Date: 2003-02-24 Member: 13944Members
    electricity is a workaround, better put. should be considered a bug that needs to be addressed.

    electrify is still expensive.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    THIS IS NOT A BUG.

    People have been doing this since version 1.0, and not just against the TF, which has made people learn that they have to cover every angle. I can cover 6 buildings with just 3-5 turrets, and those buildings are spread-out abit, too. What people have to learn is to electrify buildings that can be electrified if they arn't sure if their defence setup will be adequate.

    This is like bullets getting stopped on marines; Marine A is in front, B is in back. A is getting chomped by a skulk but B cant shoot the skulk because A is in the way. Just think of it this way:

    BULLETS <b>DONT</b> GO THROUGH STUFF. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It only requires a knowledge of the weak spot. It doesn't require much skill, as evidenced by the fact that I can do it. :/ <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    But GETTING there takes skill. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • TeflonTeflon Join Date: 2003-08-27 Member: 20289Members
    Build a standard box-formation of turrets around the Tfac - Wedging the TFac in a corner is the dumbest thing you can do. Fades can quickly and easilly blink into the corner and beat away, same for leaping skulks. Drop the TFac in the dead-center of the room, where your turrets can shoot at it, and it'll be fine, at least until Mr. Onos comes along.
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    <!--QuoteBegin--Teflon+Sep 6 2003, 03:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Teflon @ Sep 6 2003, 03:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Build a standard box-formation of turrets around the Tfac - Wedging the TFac in a corner is the dumbest thing you can do. Fades can quickly and easilly blink into the corner and beat away, same for leaping skulks. Drop the TFac in the dead-center of the room, where your turrets can shoot at it, and it'll be fine, at least until Mr. Onos comes along. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    WHAT?

    No, dropping the TF in the corner (so that there are no things sticking out) is good, because there are less sides to attack from, and less spots to defend...
  • TeflonTeflon Join Date: 2003-08-27 Member: 20289Members
    edited September 2003
    Almost every time I've seen the TFac in the corner, I find it very easilly accessable.

    Example: Hera, in Archiving, the rines built a TFac and a siege base on this narrow little ledge. They wedged the TFac in the corner. I just 'leaped' up there, held 'crouch' and started biting. I died a couple times, but if the TFac was positioned, say, on the edge, I'd have had to deal with the turrets surrounding it first :/

    I guess it just varies by situation then.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Not to mention that the hitboxes are obscured by the TF (!). It's true. A Fade came up to a turret emplacement, and, with two marines unloading their LMGs at POINT BLANK (yes, as in, touching the fade), along with turrets firing, the fade did not die. Drawdamage was on and that showed that none of our shots were connecting with the fade. Not even my knife hit the fade (save once). gg.
  • MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
    No, this is a serious bug that hopefully people won't exploit. I wasn't sure about it at first, but I was positive one day when We tried to relocate, and I was commanding. I dropped the CC but the marines died while building it. I ran there myself to build it and found 3 skulks, 1 was chewing on the back of the CC. I emptied at least 40 bullets into his butt but it only showed sparks because I was hitting the CC, making the skulk invulnerable. (BTW, I still ended up killing all 3 skulks and getting the IP up, then commanded to a win <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> )
  • TeflonTeflon Join Date: 2003-08-27 Member: 20289Members
    Most buildings (Save the protolab, and a few others) have collision hulls the same size as a crouching marine. There's no difference between the skulk eating a Tfac and a skulk eating a crouching Fade, aside from visual obscurity.
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    <!--QuoteBegin--MrPink+Sep 6 2003, 06:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrPink @ Sep 6 2003, 06:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No, this is a serious bug that hopefully people won't exploit. I wasn't sure about it at first, but I was positive one day when We tried to relocate, and I was commanding. I dropped the CC but the marines died while building it. I ran there myself to build it and found 3 skulks, 1 was chewing on the back of the CC. I emptied at least 40 bullets into his butt but it only showed sparks because I was hitting the CC, making the skulk invulnerable. (BTW, I still ended up killing all 3 skulks and getting the IP up, then commanded to a win <!--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-->
    reminds me of a game where I had to do an emergency relocation, but marines were all dead. Obviously we were losing but the game was not lost, this was a sloppy but of course very cool game. However when my marines had died, I decided to march there and whup **** myself.. if I remember correctly I had been comm the whole game and was frustrated ^^ of course I died.

    Afterward tho, I figured that if I had built an obs (aliens all away from m start), I could have distressed then done as I wished.

    Very specific and rather undesirable case, but maybe you can use it next time; just bring back the team.
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    Electricity will solve ur problem
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--QuoteBegin--Snidely+Sep 6 2003, 04:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snidely @ Sep 6 2003, 04:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Is the collision detection stuff in 2.1 going to solve this?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Nope. As other people have mentioned there isn't really a problem.

    Max
  • SlighSligh Join Date: 2003-02-08 Member: 13277Members
    I posted in 2.01d bugs because i thought this was a bug that i only noticed in 2.01. Anyway, the fact that electricity will "solve" this problem doesn't convince me to the fact that i should HAVE to spend 30 res to do so. If i build turrets in the early game around my tfac, i shouldn't have 1 skulk be able to run into the room and bring it down to red health before my fellow marines can even SPOT the damn thing. You would expect to see a skulk chewing on it, but you don't, all you can see is a quarter of a butt and 2 little hind legs sticking out of the tfac, if they position themselves right. It hides, for all intents and purposes, ALL of the skulk's hitbox, which seems a wee-bit unfair to me.
  • FlashFlash Join Date: 2002-10-31 Member: 1783Members, Constellation
    edited September 2003
    The HL engine may be infinitely modable but crappy collision detection is really annoying.

    I Hope Flaya does manage to put a commercial project together because that’s the only way we’re going to see NS in a new engine living up to it’s full potential. I'd gladly play £30 for that.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    <!--QuoteBegin--Teflon+Sep 7 2003, 12:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Teflon @ Sep 7 2003, 12:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Almost every time I've seen the TFac in the corner, I find it very easilly accessable.

    Example: Hera, in Archiving, the rines built a TFac and a siege base on this narrow little ledge. They wedged the TFac in the corner. I just 'leaped' up there, held 'crouch' and started biting. I died a couple times, but if the TFac was positioned, say, on the edge, I'd have had to deal with the turrets surrounding it first :/

    I guess it just varies by situation then. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    i find its fine in corners but creates blind spots against single walls.
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