The knockback is quite annoying when many players are shooting at you and disproportionate when you're jumping. But what is actually more annoying to me is the gun pointing up when you're getting shot at (even when you're invincible ? I'm not sure). When it's 2 players or more shooting at you, it gets really bad. You can't compete with a PP7 against a RCP90 holder because of that too (even more than the invulnerability I'd say, in my opinion). When you're dueling with shotguns or CMag for instance, if your opponent is shooting at you and hit you just before you fire, you completely miss your hit... if he manages to hit you everytimes, you basically deal no damage.
Well, surely, you can break that issue by shooting at a better timing but I find it overall irritating... especially in the RCP example. It's not like it was on GE64 and although it surely is persistent in the FPS genre nowadays, it doesn't fit this game at all. I don't know many games where you get some kind of invulnerability after you get hit (to compare with GES) but a game like Halo 4 (never played it) where you get hit a lot, show the bullets impact with a very smooth shaking of the screen.
I mean, I really don't get the point of that animation (at all) in GES.
I'm surprised the aiming goes back to it's initial position, that would be quite quirky otherway.
I'm just teasing.
And how could the hit reg issue be bullshit ?!
Having played CSS a lot, I am aware of the problem being persistent in every source game but it's clearly worse in GES...
If it's server sided, then how come it also works the same way when you play a lan game ?
Because of the bullet delay ?
Then how come when I slow down a recorded demo, I clearly shot the character ?!
I also tried something else with the bots on lan... to try to instantly kill the character with a RCP90 (which also work with the Phantom and the AR33).
So I played alone with a bot, did 30 kills total and manage to instantly kill it 6 times (health full, of course).
Is that something we should add to the "unlucky" list ? I understand this is eventually hard to fix...
Thank you for the ge_debug_playerspawns 1 command... that's something we discussed a lot about and seing that you apparently don't consider doing anything about it, it's nice to at least understand how it works! ^^
I also thought the spawning system was better when I started playing 4.2 but playing more and more showed me I was wrong.
Anyway, I ran a 1 minute test just now and I already understand what's seemingly not right... it seems to me that with a very small change it should already work better. I couldn't know it of course, I'm not competent enough to know if you can set some kind of spawning priority determined by the Desirability and change the "Weight" range. That would surprise me if you couldn't.
I took a look at Control and the two elevator room. What I noticed is (when I was on that room) that 7 nearby/on my reach spawn points (out of 24-25) were on Max Desirability while I was in.
Is it impossible to increase the range and make the 500 Desirability spawn points more likely to spawn a player ?
This spawning system seems pretty neat, it's terrible to not consider modifying a variable if it's all it takes.
An other thing I wanted to point out is the gap between the weapons bullet spread. That's something I already posted about but never got any argument (or people confused mine with the aiming mode, idk) and it's in the same category than the animation I talked about earlier. I've never understood why some weapons (the Klobb, the KF7, DD44 - I could add the Phantom, ZMG, D5K, but those are less problematic) are less accurate than others. I can't think of any FPS game where it works that way.
Even the PP7 doesn't shot in the middle, which doesn't make any sense.
I understand that the purpose is to make the guns different but the thing is that they already are.
Firing with the KF7 is just hilarious, especially if you remember how it was in GE64.
An other subject is our server (WNx) crashing a lot.
I don't know if it's ours only or if other servers are crashing as oftenly too... I haven't played the game much lately and not on different servers...
I don't know what else to say about it, maybe someone can tell us what's going wrong. It's been the case for so long now.
It's obviously causing many problems, I don't have to say which.
I also remember a thread about some kind of new statistic system that VC or anyone else from the team mentioned... is it an abandonned project ?
Last thing, I remeber Killermonkey telling us about an "anti-jump-aim mechanic", is it something that has been "fixed" in 4.2 as planned or not ?!
Because I haven't seen any difference. Which is not necessarly a bad thing, it adds a variety to the gameplay.
There is also some kind of "double jump" trick/script that some player uses which is more painful to watch than efficient.