Debriefing > Questions, Help, & How To's

Terrible hit detection

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Imtnt:
No idea if this is just part of the mod or if it is something that I am doing wrong, but the hit detection seems to be absolutely terrible.  Before anyone asks, I did actually test this and am not just raging because I suck.  In my test, I had a friend stand about 1/2 a foot from me in game while I proceeded to unload my P90 into him.  To my utter astonishment, only about 1 out of every 5 bullets actually hit him.  If this is something I am doing wrong then I would ask for a fix if, however this should probably be moved to bugs otherwise.

kraid:
I guess you never heared of the invulnerability system this mod uses.

I'll quote a sentence of another Dev who explained it very good IMO:

--- Quote from: VC ---In simple terms, "invuln" is the Goldeneye 007 damage system, and it's like the Super Mario and Mega Man system.  When you get hit you flicker and can't be hurt for a second.  Except no flickering in Goldeneye.

--- End quote ---

In other words if you just spray with your rapid fire gun, most bullets will simply fail to deal any demage, but if you time your shots right and use single shots or fire in small bursts (depending on weapon) you might bring down your oponent with only a few well aimed shots.

There's also an indicator sound that tells you if your shot actually dealt demage, so better listen carefully.

Jonathon [SSL]:
There's a chance that this system will be moved to a "classic" mode in the next release since it confuses and puts off a lot of people.

StupidMarioBros1Fan[1138]:
While I do love certain aspects in the original that haven't been in the mod yet, I wouldn't be against a new type of hit detection, mainly because there'll be times when I hit someone (who probably wasn't in invulnerability) and did no damage, most noticeable when playing LTK and I shoot someone or hit them with slappers/knife and they've got the blood on their face/the wall behind them to prove I hit them....but don't take the damage. :-\
If not removed, it still needs modifying, or like have it turned off in LTK to avoid players not dieing when they should.

kraid:
What you describe here is a completly different issue related to latency.
Since all blood effects are calculated on the client computer, but hit detection is done by the server, there can be situations like that.
You see blood because your client computer calculated a hit and rendered the effect, but actually your shot/melee attack missed because your input information takes some time to reach the server and the updated positions of other players take also time to reach your computer.

A different demage system wouldn't solve this issue.

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