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Thread: Ping and Hitbox / RG/LG

  1. #11
    Senior Member Limbless_Pony will become famous soon enough
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    The actual rail beam goes straight forward from the centre of your screen, what you see is there to make it look cool. Trust the crosshair instead.
    And, hitbox placement is a bit fishy when you're staring at enemy model from weird angles.
    And sometimes when the guy gets disconnected, nothing can hurt him except splash damage. I didn't watch the demo, maybe this isn't the case here.

  2. #12
    Banned Lorfa has a spectacular aura about Lorfa has a spectacular aura about Lorfa's Avatar
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    Quote Originally Posted by NEPHIREM View Post
    Ok, here's the demo.

    http://www.mediafire.com/?11kbjmc361xj124

    That shot is at 1:02 (as you can see on the screenshot).
    Please dont comment my (lack of) skill as i know i suck. ^^
    Yeah it looks as in the screenshot.

    Pretty wacky, although it is possible that 'fargold' was lagging and that's why he stopped, in which case his actual position would not appear correctly.

  3. #13
    Junior Member Maver1ck is an unknown quantity at this point
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    I love the reading the Quakelive forums more than playing the game. So here's my two cents:

    He's not talking about the fact that the model you see on the screen is not where it actually is on the server at any given time. Everyone knows about ping...what he's talking about is how the hitbox is lagged behind the model when the model moving (like a ghost, or like doublevision). The faster the model moves the more the hitbox lags. That can be shown by using truelightning 0 and impactsparks (with TL0 the beam is always on a spark). If you LG the enemy while he strafes, the sparks lag behind the model a little bit. If they rocket jump to the side at high speed, the sparks lag behind the model a TON. By watching the spark trail, you can see where the hitbox is relative to the model. The hitbox lag exists at all pings, it's not the result of ping.

    I also think people have mistakenly thought that TL0 is not where the beam really is (like in q3) because you do not register hits when the beam is on the model. The false assumption of course is that the hitbox is around the model at all times, when it's not. It gets even more confusing when you start using values like .7 or .8 or anything besides 0. It is possible for a value like .75 with 30-50ish ping to appear correct since you are getting hits while the beam is on the model. What is really happening is that with your ping, the TL value you were using just happend to put the beam on the model during "most" of the hits (everyone admits that no TL value in QL is 100% percent accurate). When in fact the beam with TL .75 is nowhere near the hitbox, but of course TL.75 is nowhere near representative of where the beam is either. Players have been duped into thinking .75ish TL (or other values) are 'accurate' for lowish ping rather than TL0.

    It's been like this for years...I call ******** on the devs saying they're working it. I think they intended it to be this way. If the hitbox lags behind the model, it's not moving as much and therefore you don't have to move your LG as much...reducing the effect of ping on your accuracy (anti-lag system). I think it's a poor way to go considering that it's too difficult to find a TL value that puts the LG on the model when you get hits for various pings...even adjusting it for one ping it's still far from perfect. Using TL0 is a problem since you can't see where the hitbox is, only the sparks can tell you...and you don't see the sparks until you get a hit, even then it's too difficult to aim accurately just following the spark trail since the sparks kind of obscure the model and it's easy to get lost. This wouldn't be so bad if they showed us an image of the hitbox so you could aim at it...but they don't.

    IMO the solution is have an unlagged LG. Of course unlagged has the effect of making dodging harder since the enemy is getting hits regardless of whether from your POV his LG looks like it's on you. The higher his ping, the worse this problem gets. My thinking is that it's necessary to have as accurate an LG aim as possible, but it's not necessary to tell exactly where the enemy LG beam is. You only need to grossly see where the beam is to dodge it effectively. So overall LG fights would be way more fair.

    SHAFT Maver1ck
    Last edited by Maver1ck; 05-09-2012 at 07:27 AM.

  4. #14
    Volunteer Moderator malk_ will become famous soon enough malk_ will become famous soon enough malk_'s Avatar
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    Quote Originally Posted by Maver1ck View Post
    I think the solution is have an unlagged LG. Of course unlagged has the effect of making dodging harder since the enemy is getting hits regardless of whether is LG was on the hitbox according to the server. You could be getting taggged while it appears the beam is nowhere near you if the enemy has relatively high ping. The higher the ping, the worse this problem gets. My thinking is that it's necessary to have as accurate an LG aim as possible, but it's not necessary to tell exactly where the enemy LG beam is. You only need to grossly see where to beam is to dodge it effectively. So overall LG fights would be way more fair.

    SHAFT Maver1ck
    Unlagged is enabled up to 80ms ping for all hitscan weapons. Therefore a TL value besides 1 doesn't make any sense to me as long as you ping below 80ms. But the trailing hitbox becomes really noticeable idd. However, I think it's something we have to (and can) live with.
    "I worked hard to learn to aim where I shouldn't be aiming, I want others to get through this pain too!"
    o . o . o . o

  5. #15
    Junior Member Maver1ck is an unknown quantity at this point
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    Quote Originally Posted by malk_ View Post
    Unlagged is enabled up to 80ms ping for all hitscan weapons. Therefore a TL value besides 1 doesn't make any sense to me as long as you ping below 80ms. But the trailing hitbox becomes really noticeable idd. However, I think it's something we have to (and can) live with.
    It's not enabled for LG.
    Last edited by Maver1ck; 05-09-2012 at 07:35 AM.

  6. #16
    Senior Member iSuckz is on a distinguished road iSuckz's Avatar
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    Quote Originally Posted by Maver1ck View Post
    It's not enabled for LG.
    and you know this .. how?

  7. #17
    Volunteer Moderator malk_ will become famous soon enough malk_ will become famous soon enough malk_'s Avatar
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    inb4 truelightning
    "I worked hard to learn to aim where I shouldn't be aiming, I want others to get through this pain too!"
    o . o . o . o

  8. #18
    Junior Member Maver1ck is an unknown quantity at this point
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    Quote Originally Posted by iSuckz View Post
    and you know this .. how?
    Everyone knows that by experience...i can't LG at above about 55 ping or so. 65 tops. The fact that the LG beam sways more (with TL values other than 1) while the hitbox lag stays the same and registers hits in the same spots tell you that ping is affecting your LG. If it were unlagged, you could use 1 and your aim would be same no matter what up to 80 ping.

  9. #19
    Banned Lorfa has a spectacular aura about Lorfa has a spectacular aura about Lorfa's Avatar
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    Mav last post before you posted this morning was 10-15-2010..

  10. #20
    Senior Member iSuckz is on a distinguished road iSuckz's Avatar
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    maverick, syncerror said "specifically* that unlagged applies to all weapons, and to LG in particular.

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