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Geometry In Maps Blocking Fire Wrong


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#1 FrupertApricot

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Posted 09 February 2014 - 07:34 AM

There are many spots on every map where you can see clearly to the target and fire, but the shot is blocked by a wall edge where its HITBOX goes out further than its GEOMETRY for some reason making fighting with side cover/moving instead of jumping a bit of a crapshoot.

#2 Lightfoot

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Posted 09 February 2014 - 07:43 AM

Do you mean the weapons on the side of your mech near the wall or object? Because that side should also be protected by the wall. That might be a benefit at times although pretty hard to shoot around walls, like sticking your mech's gun arm out.

You are basically sitting in the middle of a wide mech so sometimes your view is clear, but not all firing points on the mech are.

Edited by Lightfoot, 09 February 2014 - 07:45 AM.


#3 FrupertApricot

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Posted 09 February 2014 - 12:23 PM

Im on max detail and at range i fire on visible enemies near walls and the walls take the hit thru clear geometry at a clear shot. The walls hitboxes are just inaccurate. experiment a bit with beams and you will see.

#4 Pat Kell

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Posted 09 February 2014 - 12:25 PM

yea, this happens a lot. I think all you can do is try to remember the "invisible walls and try to account for them until they hopefully fix it.

#5 Leded

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Posted 09 February 2014 - 12:31 PM

"invisible walls" the bane of many gamers existence. devoid of reason, logic or substance..... but they "are" there.... they are THERE!!!! :P

#6 Rick Rawlings

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Posted 10 February 2014 - 12:21 PM

View PostFrupertApricot, on 09 February 2014 - 07:34 AM, said:

There are many spots on every map where you can see clearly to the target and fire, but the shot is blocked by a wall edge where its HITBOX goes out further than its GEOMETRY for some reason making fighting with side cover/moving instead of jumping a bit of a crapshoot.

You are just noticing this now?!?! I remeber a year ago running into the ice cave on frozen city. My K2 fired my lasers, the enemy hunchback fired his. We both watched in amazement as they met in some invisible space between us and stopped in mid air. We each then decided not to push our luck and both withdrew. This can also happen along the lone mountain in the lake on forest colony. River City is terrible for this as is tourmaline. All maps have many places where this continuing frustration occurs. It's even more fun when you can't shoot out, but missles seem to be able to clip through some how. All the maps were supposed to get a geometry pass a while ago but, yeah, it's still pretty bad...

#7 Levi Porphyrogenitus

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Posted 10 February 2014 - 12:29 PM

They've done several geometry/hitbox passes over many of the maps, but apparently there are certain issues with resource consumption when you have complicated geometry. Take Tourmaline, for example, there are all kinds of jagged projections in the tourmaline formations, which look quite good. However, PGI was unable to match the hitboxes to the graphics, since doing that would seriously impact performance, especially on low-end machines. This results in the invisible wall problem being especially pronounced on Tourmaline.

The reverse problem, of course, is getting shot through walls, which happens mostly on account of Host State Rewind, which allows people to shoot a target as they see it, lag-agnostic (in theory). If you duck behind a building in response to a shot in flight, but your opponent is lagging a bit and sees the shot impact since from his PoV you haven't ducked back yet, then he gets the hit credit, and you see "magic" damage appear on your paper doll.

#8 Amsro

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Posted 11 February 2014 - 01:03 AM

Once you know where they are you can use them for Infinite Armor! :P

#9 Navy Sixes

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Posted 13 February 2014 - 08:30 PM

I've seen something like this around those pylons in HPG Manifold. Sucks when you're running an ammo intensive build because you waste rounds. I've learned to pay attention to the results of my first shot: watch for the red reticule and watch the target's paper doll for effect before dumping on them.

#10 SirSlaughter

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Posted 18 February 2014 - 08:56 AM

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