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Note about OW2 beta8


Sammy

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Ran it in-game on the main server. Both were still there after using the cars. Will try predator in a bit. So I dont know.

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On server tests all seems to work fine with car, predator, reaper and betties/claymores. And yup the nuke still works. Hehe.

 

Maybe you were seeing the inventory faded out.

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I'm having major issues with the pred missle. At times it explodes before reaching the ground, other times I'll hit someone dead on the head and nothing happens. The biggest problem seems to be its inability to effect lay kill people next to doors or windows what so ever. I've even angled it to get through a door and hit an enemy without so much as a hit marker.

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It does explode a little bit above the ground by 16 units. Basically 1-2 feet in real world terms. This helps with situations were uneven terrain might affect the blast. As for nothing happening, you mean a direct hit to the head? Are you sure it hit it? Or was it just close? Bullet traces, used for scripted hit detection, ignore players in this case (others like sentryguns do not). Unless there is some strange situation where it actually explodes inside the player body. Which would be weird to say the least. As for how it calculates whether or not a player is hit, it uses the same code as cluster bomb airstrikes. So it does check for things like whether or not the player has a ceiling or other obstacle over his head. In which case damage is reduced 4X. When things work it is best to not reinvent the wheel. :lol:

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It does explode a little bit above the ground by 16 units. Basically 1-2 feet in real world terms. This helps with situations were uneven terrain might affect the blast. As for nothing happening, you mean a direct hit to the head? Are you sure it hit it? Or was it just close? Bullet traces, used for scripted hit detection, ignore players in this case (others like sentryguns do not). Unless there is some strange situation where it actually explodes inside the player body. Which would be weird to say the least. As for how it calculates whether or not a player is hit, it uses the same code as cluster bomb airstrikes. So it does check for things like whether or not the player has a ceiling or other obstacle over his head. In which case damage is reduced 4X. When things work it is best to not reinvent the wheel. :lol:

I have literally hit people directly in the head or damn near it, in an open area, with nothing. Just yesterday I hit two players standing next to each other in a field and it only killed 1. I'm not sure what is going on but it's definitely not working properly 100% of the time =(

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Could have had a flak jacket. But it does call the same functions and methods as the airstrike. Of course that one has lots of little bombs with a small blast radius not just one big one. As-is, I wonder if its too good. From watching in game it seems to get a kill %90 of the time. Pretty good ratio if you ask me.

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@@Sammy

 

mp_rd_xmas             between rounds

 

55b4dfe81624b_ddddddddd.jpg

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k thanks. Added it to the weaponload list and I dont think it will happen again.

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can we get the timer for new map start cut down from 30 to like 15 or 10?

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I have been watching and 25 seems like the right number. At 15 seconds people are still joining. Seriously, this usually only happens once every 30 minutes and shouldnt be a problem. However I am thinking of ways to make it seem more like a countdown in a race instead of just a delay.

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So many players complaining of hit detection again last night. I know we have dos attacks lately but these complaints started before those.

 

Its my understanding that there is no control over hit detection, so my question is would excessivley modding cod4 be causing poor hit detection?

 

I ask this because ive been here nearly 5 and a half years and 99% of the time ive played only FT mod. What i have noticed is that for the first 3 and a bit years hit detection was fine. Then the more it gets modded and changed in the last year or so since, the poorer the hit detection gets.

 

If there is no control over hit dection but prolonged modding is causing hit dection degradation then where will the line be drawn?

 

This is a legit issue in the server and needs to be addressed. Thanks :)

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Then dont play the game.

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Im trying to address a server issue and all you have to say is "dont play the game"?

 

Are you kidding me????

 

So everyone that is having this issue should just shut the fuck up and not play it rather than question it and maybe find a solution?

 

Bravo.

Edited by NITRO
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Nope. Hit detection in the mod and the game itself is good. imo too good. Especially around the head. But that's not my call and game engine controlled anyways. However if people are having latency problems, or whatever else, then dont reflexively blame the mod. Also dont discount that people are simply getting better or adjusting their systems so they play better and thus makes it harder to hit them. Considering there are other posts complaining about certain players being too good then that kinda defeats the argument. Unless you want to call them hackers.

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No one (im assuming) is/are reflexivly blaming the hit detection because of thier own bad latencey or what ever else can cause it.

 

Since the last one or two updates its been different. Even people with low ping that never had dramas are complaining about hit reg.

 

Most players that people complain about killing flat out are players that rabbit around the whole map and make lots of kills because people have trouble hitting them due to the bouncing.

 

As i said ive been here through most of the updates and ive played along side most of the freeze taggers here for a long time and the only real constant that is changing is the mod.

 

Sure people get better, we have some great players here, bit we have always had them here one way or another.

 

Im not saying dont mod it anymore, im saying that alot of people are of the opinion that its changed after the last couple of updates (including the server relocation) and its not just me, we all cant be imagining it.

 

I find it funny (kind of) that you think everything is a ok admist the multitude of complaints about it.

 

If everything was good there would be no noise.

 

At the end of the day i report issues in the server, its not about me attacking you and your effort or bagging your mod which ive played nearly the last six years (i love it that much) im just trying to get it sorted for those that are getting frustrated about it.

Edited by NITRO
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Not sure what this was, both had similar pings, didn't seem laggy. I can't believe it's because I should have used iron sights at that range.

 

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Saritch hip fire isnt very good by design. Especially when you spray and pray like that. That is the trade off for having a highly accurate full auto weapon when you aim.

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I would not mind seeing the ovekill perk in there somewhere

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Considered it long ago but didnt have the desire to get into all the rewrites needed. It would also make the class system pointless.

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i see  just some maps i like to carry a sniper rifle too

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Crossbow

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My only dislike with the crossbow, is the travel time.

 

That's a point actually, is the travel time the same for all primary weapons over the same distance, or does it differ between them?

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For bullet weapons the travel time is the same for all of them. Which is instant. Projectiles however are actual entities in the game (rpg rockets etc) and do have a travel time. Crossbows are large projectiles compared to bullets obviously. However the non explosive one was made very fast. The same speed as the 25mm projectiles for the ac130 SP mission. Doesnt make sense considering it fired by a bow. But its not supposed to make sense.

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I am now in the same camp as the other noobtoob haters! I get killed by one hitting (what seems like) 30 feet away... and yet, when some knob, noah mentioning any names..... I mean, not mentioning any names ;), they can tube you stood right in front of them, the blast kills you but not them. Seems like the firer is impervious to his own tubes.

 

I get that the blast radius will be different with the explosive damage perk, but really I have seen people tube me close enough to have slapped me and the tube not kil them.

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If it were that close the nade wouldnt have gone off. Just bounced. Tubes were designed that way from the beginning.

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