Hit reg vs Doba's Ego

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  • Keebler750Keebler750 Posts: 3,621Player
    (HINT: blood puffs are the new hitmarkers) :p
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  • SoldierBobSoldierBob Posts: 76Player
    Of course but unless your looking through an ACOG or other magnified optic, your going to have issues seeing them puffs at a hefty range.
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    =IK=Doba= wrote: »
    the hit reg winning so far !

    Yeah but it should be a lot more clear whether or not I hit someone. I support smaller red dots!

    Right this is the one thing Im not liking so far.. I mean at extreme slow motion I can see the dot right on the face but I do see the bullet missing, yet still in the dot because the dot is rather large.. not sure the bullet is center of dot.. hard to tell really... Ive been pushing for a smaller tighter dot.. like the one on the AK47 opt in would be awesome!!
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  • =IK=Doba==IK=Doba= Posts: 2,789Player
    Keebler750 wrote: »
    How tight the hit reg is? What do you mean? The surface of the soldier model is pretty much exactly where the game is detecting collisions. The only issue is network

    Right the surface of the model should be where the game is detecting collision, I guess were testing that along with network if thats possible.. obviously there will be exceptions, every game has them I imagine.

    the only way to see where the bullets hit in regards to the players head is slow motion, Im curious to see how many super close calls hit without actual detection... if any... kind of would eliminate a huge portion of those "game sux, hitreg is off" .. % wise speaking of coarse.

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  • iNv|mikEy2kiNv|mikEy2k Posts: 96Player
    DOBA IS NOOB ;)
  • SSKnecaboSSKnecabo Posts: 2,721Player
    Keebler750 wrote: »
    (HINT: blood puffs are the new hitmarkers)

    Have fun with those on SSHD. Blood all over the place, enemy still alive.
  • Keebler750Keebler750 Posts: 3,621Player
    Really?! That's....not good! :o
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  • TheTotsTheTots Posts: 2,278Player
    SSHD is buggy and largely untested. You certainly shouldn't rely on it for accuracy at this time.
    The game wasn't made exactly to my specifications, so I feel it's broken.

  • Dem@nDem@n Posts: 564Player
    cK^KILL@ wrote: »
    Did you show that to your clan mate who insisted that all official servers have to be SSHD couple weeks back?

  • SSKnecaboSSKnecabo Posts: 2,721Player
    cK^KILL@ wrote: »
    Did you show that to your clan mate who insisted that all official servers have to be SSHD couple weeks back?

    He won't get it. Maybe on his 30 FPS toaster SSHD really is the better choice.
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    cK^KILL@ wrote: »

    Video's need to be slowed down before you tube.. movie maker does .125 speed which is what I use.. I tried slowing this video down with you tube but its still hard to see and you dont get the sound.. but I see a lot off misses thats for sure.. cant see how many actually connect.. but yest I do see blood, which could be represented well or perhaps not.
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  • SSKnecaboSSKnecabo Posts: 2,721Player
    edited June 2015
    =IK=Doba= wrote: »
    cK^KILL@ wrote: »

    Video's need to be slowed down before you tube.. movie maker does .125 speed which is what I use.. I tried slowing this video down with you tube but its still hard to see and you dont get the sound.. but I see a lot off misses thats for sure.. cant see how many actually connect.. but yest I do see blood, which could be represented well or perhaps not.

    Uhm, it is slowed down? But as already mentioned it is due to SSHD probably. This is another example of SSHD (I know I missed the first shot).
  • =IK=Doba==IK=Doba= Posts: 2,789Player


    :14 seconds of the video.. put the cursor over it and press over and over.. listen to the bullet, watching the cursor and where the 1st bullet hits ...

    what is that? sound lag? because according to this I'm dead on his head when the first bullet fires by sound, but look how low to the left corner it hits the wall.. not even close.. that might just be lag or something
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  • SacchoSaccho Posts: 1,577Player
    The frame before the shot, you're off-target. The frame of the shot, it looks like you're on. One challenge here is that the game is at 90 FPS and I'm getting a 30 FPS review, so it could be that a low-and-left aim looks on target in the next frame because the recoil's bouncing the gun across your intended target.

    http://rowvid.com/?v=rxy2O01ir1w
    The first paint splotch looks consistent with your aim at 15.17 (just before the first shot).

    That was also really close to being fired before the sight-up animation was finished, but I think it was done (barely).
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    BCPull wrote: »
    http://rowvid.com/?v=rxy2O01ir1w
    The first paint splotch looks consistent with your aim at 15.17 (just before the first shot).

    That was also really close to being fired before the sight-up animation was finished, but I think it was done (barely).

    Youre right 15:17ish first paint splash is exactly where the first shot hit the wall, maybe it was the recoil that took the scope right after right on the head.. very close though.. so the sound is slightly lagging behind
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  • -vortex-vortex Posts: 188Player
    cK^KILL@ wrote: »
    Uhm, it is slowed down? But as already mentioned it is due to SSHD probably. This is another example of SSHD (I know I missed the first shot).

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    Survey says:
    Supported strafing bug got the best of you. The pawn was glitched out and your shot didn't register. I would blame this on supported fire instead of hitreg.
    TheTots wrote:
    I think this thread has run it's course......
  • iNv|eKCommiNv|eKComm Posts: 394Player
    Keebler750 wrote: »
    (HINT: blood puffs are the new hitmarkers)

    Neither indicative of an actual hit
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  • Keebler750Keebler750 Posts: 3,621Player
    Why not? Aren't they a server generated acknowledgement? Surely they can be client side guesses! What would be the point?
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  • SSKnecaboSSKnecabo Posts: 2,721Player
    Keebler750 wrote: »
    Why not? Aren't they a server generated acknowledgement? Surely they can be client side guesses! What would be the point?

    As far as I know they are client sided just as the simulated ammunition thus you can color enemies red and blue at the same time on SSHD.
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