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Srm Range/hsr Bug?


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#1 ManDaisy

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Posted 25 July 2013 - 08:14 PM

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Edited by ManDaisy, 25 July 2013 - 08:29 PM.


#2 ManDaisy

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Posted 25 July 2013 - 08:27 PM

I also wonder if hit scan rewinds artifically changes the range of srm travel, thus leading to misses that are hits.

#3 DLFReporter

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Posted 25 July 2013 - 10:04 PM

Come on guys, who really fires their SRMs at stuff more than 200m away?! :)

#4 John MatriX82

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Posted 26 July 2013 - 12:00 AM

View PostDLFReporter, on 25 July 2013 - 10:04 PM, said:

Come on guys, who really fires their SRMs at stuff more than 200m away?! :)


Those with Artemis? ;)

Seriously, SRM hit detection often misses totally at least 2-3 100% hits especially on standing targets, awarding you no damage at all.

#5 Yagyu

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Posted 26 July 2013 - 04:48 AM

If the coders did even the most basic geometry & ballistics calcs in the game engine, then what the OP lists as "incorrect" is, in fact, completely correct. But don't take my word for it - go get any book on real-world ballistics and read the chapter(s) on shooting uphill.

Now, if the game engine is not calculating the Z axis for distances, that's another issue - but having watched AC tracer arcs on long-range up- and downhill shots, I suspect that it is calculating true straight line-of-fire distances just fine.

That said, I suspect that the underlying issue (problems with SRM hit detection, and hit detection (*COUGH*Spiders*COUGH*) is a very real problem.





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