DV McKenna, on 19 July 2014 - 01:06 AM, said:
Map designers are bad, you can clearly see they were rushed, there is no way some of the maps in play should be on the servers, the geometry is flat out horrendous
Ursh, on 19 July 2014 - 01:26 AM, said:
Lining up a great sneaky shot on someone between buildings, or who just has a shoulder exposed over the top of a hill, corner of a building, etc, and then seeing my shots evaporate/explode against thin air is absolutely infuriating.
It's map geometry, not my cockpit perspective being different from my weapon location. I can take a Shadowhawk, where the ballistics are mounted right next to the cockpit and duplicate the invisible walls.
Another place the invisible walls are bad are Tourmaline. Those broken, jagged ridges are really a more or less solid mass, and you can have great fun shooting the top of a mech and only impacting air instead.
Aresye, on 19 July 2014 - 02:11 AM, said:
On the top of HPG, your target has to pretty much be perfectly lined up in the middle between 2 pillars in order to hit it, and it's clear as day there's an issue. You can even use this as an advantage by giving your opponents what they think is a clear shot, and watch as their weapons stop midair right in front of your face.
It isn't hard to tell the difference between actually clipping terrain with your weapons, and hitting an invisible wall from bad map geo. Anybody with more than a week's experience playing this game should know how to avoid hitting terrain with their weapons. I'm also a 3d modeler and understand the basics of creating physics models for objects (generally low poly), how they're used, and common errors associated with creating them, including the most common error of making them too low in detail that the two meshes don't line up, which results in invisible walls.
You're either being very stubborn, or just flat out trolling. I'm assuming the latter, because there's nothing to gain by not fixing it.
Close your right eye.
Now, open your right eye & close your left.
Notice the difference in perspective a few scant inches makes?
I suspect the 3 of you underestimate the difference a few degrees difference makes in terms of geometry.
Collision detection in games is seldom if ever perfect.
You don't notice it in other FPS games as they're dumbed down and less realistic in a even-a-caveman-could-do-it-type-way.
In CoD, battlefield and other shooters your weapon is centered in the middle of your body as opposed to one side or the other as it would be in a realistic setting. If you're wielding an AK-47 in CoD, it fires from the perspective of the center of your body at eye level which means you don't run into issues where your weapon is off center or lower than eye level in elevation.
Its inaccurate to say the collision detection on maps is bad.
It isn't bad, its accurate / realistic.
Your weapons are mounted off center and at times far below your perspective.
Hence you will often run into cases where it looks like you have a clear shot from your perspective but from the perspective of your weapons there are obstructions in the way.
Developers could do what CoD & other shooters and dumb things down to where weapons mounted in arms or torsos fire from the centerline of your body at eye level.
But, that would dilute from the realism factor and make the game feel more like a cs clone, which would be counter productive.
Edited by I Zeratul I, 19 July 2014 - 04:07 AM.