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  1. #76
    BeSiege82's Avatar
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    Re: "hitbox glitching"

    It would help us greatly to put it in perspective if we could for once see the soldier as a hit box figure instead of a person inside invisible boxs.
    lTG-Irrl BeSiege82
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  2. #77
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    Re: "hitbox glitching"

    Quote Originally Posted by Zhohar View Post
    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.
    Sweet! They added Zhohar to the admin tea... oh wait.
    ....

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  3. #78
    LordKelvin's Avatar
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    Re: "hitbox glitching"

    @Zhohar: My previous post wasn't displaying an attitude, although you seem intent on provoking it. I was merely stating my hope that misguided and misinformed individuals would not take this discussion as justification of their game exploit. As far as I can see that is entirely constructive.

    As for failure rates of weapons, I'd investigate server-side packet loss and buggy coding before attributing such an intelligence to DICE that they would include a failure rate mechanic, especially since a feature of that nature would make more sense if your gun simply jammed and you were unable to fire. It is more likely the inadvertent result of carelessness and sloppy coding than a intended mechanic. I hold this theory because the Mac port glitches more often than the Windows version, it being a very sloppy port of an already buggy game. Adding another layer of code hardly ever helps a program work efficiently.

    @BeSiege: Leading shots with a sniper rifle is only necessary because of human reaction time... True leading of targets would be like firing ahead of them to hit like in Halo and other games. In 2142 you only have to follow the target if your trigger finger is fast enough. The bullet has no travel time nor a trajectory. The drop off at long distance is an arbitrary thing.... The same tick mark works at both 200m and 299m. As soon as the target is 300m away, however, you have to use the next tick mark down. Pretty poor attempt to simulate bullet drop if you ask me.

    EDIT: Wow. Figures that Crux would come out and say what I was thinking.



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  5. #79
    Reminshi's Avatar
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    Re: "hitbox glitching"

    Well, this game has alot of glitches and bugs. Most annoying on is the hit registration.

    Some people suspect that you can tweak this in your userconfig. Fitting your PING to the server, some say this is illegal some others. Different discussion.

    Main thing is that the hitreg is so stupid in this game. I have played a ton of clanmod matches, where hitting people and getting headshots is so important; sometimes I can hit everything and sometimes not.

    There is also alot of speculation about hitbox, but I literally think it has to do with the hit registration in the game - when it comes to infantry guns etc.

    Another stupid example about hitbox/hitreg/glitch;
    If a grenade comes near you, you can prone yourself into an object or building, and it will not kill you. You will lose 70 of health only, because half of your body was in the building. Stupid, right?

    News is that they fixed some of this problem in BF 2, with the latest patch. (Heard that sniping is more enjoyable, otherwise I havent tried it), hopefully same fix will come to 2142.

    Quote Originally Posted by Zhohar View Post
    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.

    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?
    As said, the main problem is the hit detection/registration.

    PAC vehicles as the gunship and Walker, has somewhat of a hit glitch: missiles not hitting anything. The walker though seems to get this "glitch" after it has been damaged alot or if it runs out of bullets. The EU walker does not seem to have this problem.


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  6. #80
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    Re: "hitbox glitching"

    Quote Originally Posted by Reminshi
    If a grenade comes near you, you can prone yourself into an object or building, and it will not kill you. You will lose 70 of health only, because half of your body was in the building. Stupid, right?
    WOAH SERIOUSLY? I did not know that!
    He was told that he should not kill, and he did not kill, until he got into the Army. Then he was told to kill, and he killed.


  7. #81
    LordKelvin's Avatar
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    Re: "hitbox glitching"

    That doesn't mean you should do it, Merc.



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  9. #82
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    Re: "hitbox glitching"

    Does anyone else have similar thoughts about inbuilt weapon fail rates?
    I have shot a walker with the pilum from maybe 50 yards, twice with no damage at all , shields where down cause I waited and the third shot did maybe 8 damage. I gave up on the shotgun cause for me aiming at the target gets no results unless they are standing still. And knifes oh boy, those fail me the most, right on top of a stationary target 3 swipes and no hit , then I get shot lol. Thats about all I can think off right now.

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  10. #83
    di1lweed1212's Avatar
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    Re: "hitbox glitching"

    Quote Originally Posted by Shane View Post
    I have shot a walker with the pilum from maybe 50 yards, twice with no damage at all , shields where down cause I waited and the third shot did maybe 8 damage. I gave up on the shotgun cause for me aiming at the target gets no results unless they are standing still. And knifes oh boy, those fail me the most, right on top of a stationary target 3 swipes and no hit , then I get shot lol. Thats about all I can think off right now.
    yeah same!! it pisses me off quite a bit.
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  11. #84
    -Str!ker-'s Avatar
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    Re: "hitbox glitching"

    The knife is the worst, sometimes the game will even make the right sound effects of the knife hitting the guy but then do nothing. Of course the person hears this noise, turns and kills you.



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  13. #85

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    Re: "hitbox glitching"

    If you are having trouble knifing people, download "The Hell" map and play on single player. There are lots of dummies around the map to practice on and learn the distance for good knife kills. It's a training map by the way.


  14. #86
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    Re: "hitbox glitching"

    Quote Originally Posted by LordKelvin View Post
    ...
    As for failure rates of weapons, I'd investigate server-side packet loss and buggy coding before attributing such an intelligence to DICE that they would include a failure rate mechanic, especially since a feature of that nature would make more sense if your gun simply jammed and you were unable to fire. It is more likely the inadvertent result of carelessness and sloppy coding than a intended mechanic. I hold this theory because the Mac port glitches more often than the Windows version, it being a very sloppy port of an already buggy game. Adding another layer of code hardly ever helps a program work efficiently.
    ...
    Isnt the MAC port just a windows emulator ( WINE? ) running 2142? If it is the case, the increased glitching and issues with it should be expectedas the emulator is/could be buggy.

    I reiterate, the only way to confirm/deny the network lag issue from this equation is to setup an LAN server and run a series of tests against it. My home server has network lag of 20ms when I log in from my other workstation on my home network. I would love to test the theory out but it would require others to bring their gaming rigs to my place.
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  15. #87

    jazy2's Avatar
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    Re: "hitbox glitching"

    Are you asking me on a date?



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  17. #88

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    Re: "hitbox glitching"

    So, to summarize -- no one knows what they're talking about, no one has tried to verify anything, and all of this is very likely simple lag.

    Pardon the pessimism, but something this important -- clashing with the primer -- should be, I feel, investigated a bit more thoroughly.
    This is what Zho feels like while using C4 and USAS-12: link.


  18. #89
    LordKelvin's Avatar
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    Re: "hitbox glitching"

    Unless you've gone and done it yourself you have no moral high ground to stand on here and accuse us of not knowing what we're talking about, because by your own admission, niether do you.

    The snide summary of yours is contrary to what you claim to have been looking for in the OP. Can't have it both ways.



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  19. #90
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    Re: "hitbox glitching"

    Quote Originally Posted by LordKelvin View Post
    Unless you've gone and done it yourself you have no moral high ground to stand on here and accuse us of not knowing what we're talking about, because by your own admission, niether do you.

    The snide summary of yours is contrary to what you claim to have been looking for in the OP. Can't have it both ways.
    It's actually different. If the reason you're banning bunny flopping is that it messes with hitboxes (and I'd dispute that's the primary reason), then you should be on pretty firm ground that it actually does this rather than just guessing. Zhohar isn't asking you to make a rule banning something based on the fact it doesn't mess with hitboxes, after all.

    I think there are perfectly real reasons to ban bunny flopping, not the least of which it's consistent with our other rule of no bunny hopping.



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