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09-25-2009, 05:01 PM #61
Re: "hitbox glitching"
You need more sleep and less tinfoilhat ideas
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09-25-2009, 05:06 PM #62
Re: "hitbox glitching"
I don't much about the hitbox glitch however one might consider using a local LAN game to either reinforce or deny the impact the network connection has on the hitbox issue. We all can agree that Network Lag does have an affect on the game but is it a culprit to the hitbox issue?
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09-25-2009, 05:27 PM #63
Re: "hitbox glitching"
I am not sure I am even understanding what you are talking about?



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09-25-2009, 06:02 PM #64
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09-25-2009, 06:07 PM #65
Re: "hitbox glitching"
If it takes us some tests to figure out what causes the hitbox issues, then that means we don't know what does it, right? And if we don't know... how on earth could we expect anyone in TG to be exploiting them? Or any pubbies by themselves to have figured it out and be exploiting it?
I didn't know there was an issue with bunny flopping and I'd be surprised if everyone chimed in instantly and said they've noticed it. Like Zho said: how can you be sure? And even so, if it happens occasionally then it is just a glitch... so what? BF2142 is rather glitchy, we know that already.



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09-25-2009, 06:17 PM #66
Re: "hitbox glitching"
From what I gather, your hitboxes are on a sort of "virtual bungee cord" varying in length based on your ping/network details. That is, if you start to sprint your hitboxes "drag" behind you while you sprint, when you stop the bungee cord pulls them in and they become representative of the model. I also THINK that sudden changes in direction (bunnyhoping, going prone/crouching) can bug out hitboxes. I believe it takes a level of technicality that squeezes all fun out of the game to fully understand or even begin to exploit such phenomena.
So if you bothered to read all that good for you!
I am very interested in what others think/know.
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09-25-2009, 06:23 PM #67
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09-25-2009, 07:00 PM #68
Re: "hitbox glitching"
I agree with Zhohar. People state it like it's fact, but while it might make sense if this were the case, I haven't seen any definitive proof of it.
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09-25-2009, 07:59 PM #69
Re: "hitbox glitching"
Is the lack of evidence here going to be used by shotgun whores to justify their prone spamming? I hope not.
EDIT: Just wanted to add that even on motionless targets the hit detection is awry, especially with certain weapons like the Moretti and the Herzog attachment. I'd attribute most of the funky hit detection to packet loss instead of the hitboxes being skewed.










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09-25-2009, 08:21 PM #70
Re: "hitbox glitching"
Similar discussion going on here.
http://forum.ea.com/eaforum/posts/list/293020.page"veritas vos liberabit"
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09-25-2009, 08:33 PM #71
Re: "hitbox glitching"
Let me make it clear that this kind of attitude won't be tolerated. As stated in the OP, this thread is for constructive discussion and facts.
The more I look at this issue, the more I'm certain that there is a chance of "weapon failure" built into BF2142. I have had certain shots miss with multiple weapons, and as a gut feeling, I believe that many of the 1-shot/large-damage weapons have inbuilt fail rates, independent of network lag and hit detection.Just wanted to add that even on motionless targets the hit detection is awry
It's present in other aspects as well: tank shells at point blank that do no damage to walkers and jeeps, PAC walker that does not register legit hits on infantry, APC mortars that seem to flake out on near-hits.
I've certainly witnessed this with the shotgun, but I can't quite discern it from normal lag. I've killed people while facing away from them, and they away from me, two meters between us, with the Clark.
This was verified by BR.
I've heard of people glitching out with the Clark just as the Bogatyr stops registering hits -- somewhat akin to the F3 seat of the EU Transport. It's definitely happened in comp play, and not to a newbie either.
Does anyone else have similar thoughts about inbuilt weapon fail rates?Fight!
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09-25-2009, 08:40 PM #72
Re: "hitbox glitching"
No. He's right.
I don't think it messes with your hitboxes. I can kill people who prone spam. Aim for the ground.
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09-25-2009, 08:54 PM #73
Re: "hitbox glitching"
One question: If all of this is true, then how is it possible to lead a target when sniping, because I've done it a few times?



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09-25-2009, 09:22 PM #74
Re: "hitbox glitching"
Indeed thats the way to go but the problem is that most of the time if someone is prone spamming when the character is going to be on is feet the hit box will still be on the ground and so if you shoot on the model you wont hit but if you shoot on the ground you have a good chance to hit. Same thing can be seen if I'm behind cover and I crouch spam. If someone use continuous fire on me even if my model shoes me as up no hit will register and I'll be able to shoot. So spamming this really fast will make it so my hit box is continuously crouched even thought half of the time I'm up. (this is not bullet proof but the hit box will remain crouch for a lonjger period then your model)
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09-25-2009, 09:30 PM #75
Re: "hitbox glitching"
PAC Walker guns/missiles glitch out due to the walker being EMPd
EU Transport Guns glitch out due to the transport getting EMPd
You can fix both cases by spinning around your mouse wildly to "recalibrate" he guns. Sounds strange but its proven itself working over many months.
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