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Hit Detection Explained
#23
Posted 16 August 2006 - 11:29 AM
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hehe...yeah no s***! dokta8 did a great job on the first ARIES, but its long past overdue to update and fix issue, as the EU gamers scream "hits/no hits" during matches I cover
Beyond the point, the fact is 3.7 had miserable hit detection. How many times did I see people emptying a clip on the other bloke's head, 10 feet away and not get a kill? Way too many times. Let's face it, if the hitcode was fine do you think 27 would waste his time coding a whole new one?
Just wait and see the difference, I know I have.
#24
Posted 16 August 2006 - 11:58 AM
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How many times did I see people emptying a clip on the other bloke's head, 10 feet away and not get a kill?
that can be normal when fire is kept pressed in automatic since most weapons have built-in inaccuracies. try shooting a wall from far in automatic, go near and see the holes are not in the same place. in urt, the first shot seems to be 100% accurate or close to it, and accuracy can be increased if tapping the fire key or firing in bursts. also the time a whole clip is emptied and nothing is hit, cg_lagometer should be also checked to make sure everything's fine with the network.
all nice and well wanting a better hit detection, but ignoring those facts (not Mauri that may knew about them but didn't mention it, anyone) proves the point complains about hit detection won't stop since in fact, sometimes they are not actually about hit detection, but about different issues or normal aspects of the game.
I hope though, the new system apart from improving what it improves, also acts as a placebo
#25
Posted 16 August 2006 - 12:04 PM
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How many times did I see people emptying a clip on the other bloke's head, 10 feet away and not get a kill?
that can be normal when fire is kept pressed in automatic since most weapons have built-in inaccuracies. try shooting a wall from far in automatic, go near and see the holes are not in the same place. in urt, the first shot seems to be 100% accurate or close to it, and accuracy can be increased if tapping the fire key or firing in bursts. also the time a whole clip is emptied and nothing is hit, cg_lagometer should be also checked to make sure everything's fine with the network.
all nice and well wanting a better hit detection, but ignoring those facts proves the point complains about hit detection won't stop since in fact, they are not really about hit detection, but other issues or even normal aspects of the game.
I hope though, the new system apart from improving what it improves, also acts as a placebo
Dude, not to sound like an idiot, but I've built myself a pretty good resume in UrT (5 Gold Cups in Clanbase, 2 second places in STA CTF, voted best player in last CB OpenCup, picked 3 or 4 times for STA All-Star match) I think I know how to aim and shoot and I definitely know when the problem is not me.
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#27
Posted 16 August 2006 - 12:59 PM
i just dont understand why the general consensus is that in 3.7 the Hit detection was fine. And that we should stop complaining. I haven't done so once , it was in my own opinion and no one elses that there was something going on to do with the hit code that makes UrT's hit detection work the way it does. Not all games have the same frustrating problems with the HIT detection that UrT seemed to develop.
And for the record, i would play with the same hit detection system on 3.8, but as allways we are asked for feedback and help where we can. If we spent more time being constructive, and working towards the goal of helping make a better mod rather than who is the current developers pet, we have a much nicer atmosphere on the forum.
Regards,
Rob
And for the record, i would play with the same hit detection system on 3.8, but as allways we are asked for feedback and help where we can. If we spent more time being constructive, and working towards the goal of helping make a better mod rather than who is the current developers pet, we have a much nicer atmosphere on the forum.
Regards,
Rob
#29
Posted 16 August 2006 - 01:08 PM
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that can be normal when fire is kept pressed in automatic since most weapons have built-in inaccuracies. try shooting a wall from far in automatic, go near and see the holes are not in the same place. in urt, the first shot seems to be 100% accurate or close to it, and accuracy can be increased if tapping the fire key or firing in bursts. also the time a whole clip is emptied and nothing is hit, cg_lagometer should be also checked to make sure everything's fine with the network.
all nice and well wanting a better hit detection, but ignoring those facts (not Mauri that may knew about them but didn't mention it, anyone) proves the point complains about hit detection won't stop since in fact, sometimes they are not actually about hit detection, but about different issues or normal aspects of the game.
I hope though, the new system apart from improving what it improves, also acts as a placebo
all nice and well wanting a better hit detection, but ignoring those facts (not Mauri that may knew about them but didn't mention it, anyone) proves the point complains about hit detection won't stop since in fact, sometimes they are not actually about hit detection, but about different issues or normal aspects of the game.
I hope though, the new system apart from improving what it improves, also acts as a placebo
fs the whole community exept u knows that the 3.7 hitdetection sux. Maybe ur aim is so bad so u dont notice it
allthu the 3.8 hitdetection is very good so im happy.
#30
Posted 16 August 2006 - 01:17 PM
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fs the whole community exept u knows that the 3.7 hitdetection sux. Maybe ur aim is so bad so u dont notice it
allthu the 3.8 hitdetection is very good so im happy.
allthu the 3.8 hitdetection is very good so im happy.
gg going off topic and attacking personally. I didn't talk about the quality of 3.7 or 3.8's hit detection but the obvious tendency of many players to see "bugs" everywhere.
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