I don't know if it is Map of Mech model related but when corner shots from arms will be plausible?
Right now most mechs fe. Cataphract is unable to shoot from behind corner when close to object because each shot from arm hits some kid of invisible wall, even when whole arm, leg and half of torso is uncovered by wall/object and enemy happily tears our torso armor.


Corner Shot
Started by Shamoth, Jan 30 2014 02:54 PM
9 replies to this topic
#1
Posted 30 January 2014 - 02:54 PM
#2
Posted 31 January 2014 - 05:09 AM
I suspect it's the geometry. I can often shoot around corners with my highlander, but not all the time. I've noticed lasers getting "stuck" on an invisible wall while the enemy can still shoot at me.
#3
Posted 31 January 2014 - 06:22 AM
Are you not zoomed in using 'Z'? I've found that not only do you lose sight of your mini-map when you're zoomed in but you're not seeing the whole truth about what's actually on the edges of your screen as well. I assume there's a part of the cockpit glass you're actually not seeing, so zooming seems to be like those bad car drivers that stick their head as close to the windshield as possible.

#4
Posted 31 January 2014 - 06:46 AM
SnagaDance, on 31 January 2014 - 06:22 AM, said:
Are you not zoomed in using 'Z'? I've found that not only do you lose sight of your mini-map when you're zoomed in but you're not seeing the whole truth about what's actually on the edges of your screen as well. I assume there's a part of the cockpit glass you're actually not seeing, so zooming seems to be like those bad car drivers that stick their head as close to the windshield as possible. <_<
#5
Posted 31 January 2014 - 03:57 PM
Accused, on 31 January 2014 - 05:09 AM, said:
I suspect it's the geometry. I can often shoot around corners with my highlander, but not all the time. I've noticed lasers getting "stuck" on an invisible wall while the enemy can still shoot at me.
In the engine, there are the rendered 3d objects that you see, like buildings, but then there are also invisible 3d meshes too. Those invisible ones can have properties, like detecting a collision with a projectile, but they don't use many resources. So, instead of making all the rendered polygons in the building try to detect the collisions themselves, the devs probably made a simple invisible polygon or rectangular mesh, and superimposed it on the building, and then do all the physics with that to simplify things.
So, there are going to be some trade-offs between detecting hits/collisions accurately and the performance of the game. I'm sure when there are specific spots where the meshes need to be tuned closer to the graphical geometry, like when people were stumbling on invisible obstructions, the devs can easily fix those and it won't affect performance. For a map with 200 buildings on it, though, it might be something we just have to live with.
#6
Posted 02 February 2014 - 03:08 AM
Live with that?
C'mon its one of basic tactics to hit enemy and minimize your damage...
C'mon its one of basic tactics to hit enemy and minimize your damage...
#9
Posted 05 February 2014 - 01:11 PM
I like to think that the HPG struts are emitting a powerful electromagnetic field that extends beyond the physical structure.
As for Tourmaline? Where do you think the special minerals for the HPG struts come from
? That's why we're fighting over the area!
As for Tourmaline? Where do you think the special minerals for the HPG struts come from

#10
Posted 08 February 2014 - 01:43 PM
Line of sight is traced from the cockpit. If the cockpit is obscured, all your weapons will converge on whatever obstacle is in front.
So while it probably has to do with hit boxes and visible geometry not being the same, there's the added complication of needing clear line of sight from both the barrel and the cockpit.
So while it probably has to do with hit boxes and visible geometry not being the same, there's the added complication of needing clear line of sight from both the barrel and the cockpit.
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