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Why Is This A Thing?

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#1 Mahpsy

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Posted 01 February 2016 - 12:24 AM

Posted Image
Clearly not shooting a wall but who am I to judge.

Edited by Ragingdemon, 01 February 2016 - 12:25 AM.


#2 sycocys

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Posted 01 February 2016 - 03:33 AM

What are you settings? That terrain looks horrible.

If you are running low settings maybe your wall hack is working against you and the game is just not rendering something.

#3 Mahpsy

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Posted 01 February 2016 - 09:19 AM

View Postsycocys, on 01 February 2016 - 03:33 AM, said:

What are you settings? That terrain looks horrible.

If you are running low settings maybe your wall hack is working against you and the game is just not rendering something.

Your funny, but terrain is on medium. I was poking at a Direwhale around that corner but invis hit boxes op.

#4 Dimento Graven

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Posted 01 February 2016 - 09:31 AM

View PostRagingdemon, on 01 February 2016 - 12:24 AM, said:

Posted Image
Clearly not shooting a wall but who am I to judge.
I feel your pain.

Yes, all too often if ONE side of the 'mech is blocked it seems that the hit detection just defaults to "Oh, BOTH WEAPONS ARE HITTING THE WALL" kind of BS mechanic.

Happens in River City, HPG Manifold, The Mining Colony, Frozen City, et al.

Again, either the terrain hit boxes are malfed, OR again, the hit detection engine sometimes assumes that if ONE side of your 'mech is blocked, BOTH SIDES must be blocked.

Pretty sure it's just ****** terrain hit boxes...

#5 Mahpsy

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Posted 01 February 2016 - 09:37 AM

View PostDimento Graven, on 01 February 2016 - 09:31 AM, said:

I feel your pain.

Yes, all too often if ONE side of the 'mech is blocked it seems that the hit detection just defaults to "Oh, BOTH WEAPONS ARE HITTING THE WALL" kind of BS mechanic.

Happens in River City, HPG Manifold, The Mining Colony, Frozen City, et al.

Again, either the terrain hit boxes are malfed, OR again, the hit detection engine sometimes assumes that if ONE side of your 'mech is blocked, BOTH SIDES must be blocked.

Pretty sure it's just ****** terrain hit boxes...

Idk, but i plan on trying out this spot again with another mech and see if i get the same results.

#6 Dimento Graven

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Posted 01 February 2016 - 09:42 AM

View PostRagingdemon, on 01 February 2016 - 09:37 AM, said:

Idk, but i plan on trying out this spot again with another mech and see if i get the same results.
Here's an example with a Blackjack in Canyon Network.





#7 zagibu

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Posted 01 February 2016 - 09:43 AM

Unfortunately, the hit boxes differ from the visible geometry by quite a lot for many objects in this game.

#8 Rhaythe

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Posted 01 February 2016 - 09:46 AM

The ziggaraut on HPG seen nodding silently somewhere.

#9 Ratpoison

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Posted 01 February 2016 - 09:55 AM

It's a side effect of how this version of CryEngine draws its hit detection geometry. From what I recall, it basically "blankets" over visible terrain, which results in some walls and other objects having larger, blockier physical areas than what you see visually displayed. HPG for example is particularly rife with these problems, especially in the doors and over the edges of ramps.

#10 Monkey Lover

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Posted 01 February 2016 - 10:06 AM

The range finder does tell you if you're going to hit a wall. Just keep an eye on this it will help.

#11 Dimento Graven

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Posted 01 February 2016 - 10:14 AM

View PostMonkey Lover, on 01 February 2016 - 10:06 AM, said:

The range finder does tell you if you're going to hit a wall. Just keep an eye on this it will help.
True in SOME cases, BUT, the fact that your target reticule is in OPEN air, you kind of instinctively assume there's no INVISIBLE ******** wall to block your shot, and for us color blind folks, it's not always possible to read that damn itty bitty number (Major PGI fail thinking that changing a target reticule's shape somehow makes it more viewable for COLOR blind people, wanna slap Paul so hard for that...).

How about INSTEAD PGI just fixes the dang terrain hit boxes instead? Seems MORE reasonable and better for the game over all than forcing players to 'check the range' for invisible walls before firing...

Edited by Dimento Graven, 01 February 2016 - 10:14 AM.


#12 sycocys

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Posted 01 February 2016 - 10:31 AM

Well your reticule does say 14m right next to it. That's the easy way to tell if you are going to hit what you are aiming at.

#13 Nightmare1

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Posted 01 February 2016 - 10:32 AM

View PostRagingdemon, on 01 February 2016 - 12:24 AM, said:

Posted Image
Clearly not shooting a wall but who am I to judge.

View PostRagingdemon, on 01 February 2016 - 12:24 AM, said:

Posted Image
Clearly not shooting a wall but who am I to judge.



Dude, that's Phantom Wall. Everybody knows about Phantom Wall! He's the best MWO tank in the game!

#14 Suko

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Posted 01 February 2016 - 10:33 AM

Don't get me started on this. I'm getting fed up with the invincible UAVs near the satellite dish on HPG. I have had multiple games where I clearly see the damn thing, but shot after shot hits an invisible wall while the UAV sits there, mocking me.

Edited by Suko, 01 February 2016 - 10:34 AM.


#15 Dimento Graven

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Posted 01 February 2016 - 10:44 AM

View PostSuko, on 01 February 2016 - 10:33 AM, said:

Don't get me started on this. I'm getting fed up with the invincible UAVs near the satellite dish on HPG. I have had multiple games where I clearly see the damn thing, but shot after shot hits an invisible wall while the UAV sits there, mocking me.
Yeah, I've recorded the same thing myself.

View Postsycocys, on 01 February 2016 - 10:31 AM, said:

Well your reticule does say 14m right next to it. That's the easy way to tell if you are going to hit what you are aiming at.
Not always true, and again, it's better to fix the dang game then it is to expect that users know to check for "invisible walls, ESPECIALLY when they appear to be only "one way" invisible walls...

#16 DAYLEET

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Posted 01 February 2016 - 10:44 AM

View Postsycocys, on 01 February 2016 - 03:33 AM, said:

What are you settings? That terrain looks horrible.

If you are running low settings maybe your wall hack is working against you and the game is just not rendering something.

My setting are all max but post processing and AA and i shoot invisible walls for a living. Some are easier to remember like inside tunel in crimson but i shoot invisible walls everywhere.

#17 sycocys

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Posted 01 February 2016 - 12:26 PM

View PostDimento Graven, on 01 February 2016 - 10:44 AM, said:

Not always true, and again, it's better to fix the dang game then it is to expect that users know to check for "invisible walls, ESPECIALLY when they appear to be only "one way" invisible walls...

Expect what? That you are looking somewhere in the direction of your targeting reticule where it shows how far your computer says the object your are pointing as is away?

Should they be fixed? Yes. But at the same time its not like the information that shows you when you are aiming at one is terribly hard to find.

#18 wanderer

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Posted 01 February 2016 - 12:32 PM

If you're checking your rangefinder constantly while trying to corner-poke, than mister you're a better man than I.

Especially when it's visually clear otherwise. It's a bug, pure and simple where the hitbox is far, far outside the graphics that go with it. HPG used to be horrid for this, even though now many of the worst offenders got stomped.

#19 Dimento Graven

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Posted 01 February 2016 - 02:09 PM

View Postsycocys, on 01 February 2016 - 12:26 PM, said:

Expect what? That you are looking somewhere in the direction of your targeting reticule where it shows how far your computer says the object your are pointing as is away?

Should they be fixed? Yes. But at the same time its not like the information that shows you when you are aiming at one is terribly hard to find.
Wrong, how about when I'm pointing at something no immediate VISIBLE obstruction under that point to have to worry about "gee, invisible wall?" checks.

In my opinion it's stupid to assume that's the solution, when the RIGHT solution is just to fix it by removing the invisible walls.

#20 Felicitatem Parco

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Posted 01 February 2016 - 03:31 PM

View PostDimento Graven, on 01 February 2016 - 02:09 PM, said:

Wrong, how about when I'm pointing at something no immediate VISIBLE obstruction under that point to have to worry about "gee, invisible wall?" checks.

In my opinion it's stupid to assume that's the solution, when the RIGHT solution is just to fix it by removing the invisible walls.



Send a note to support with the map and exact grid location (by pressing F9).

Posting angrily on the forums will not fix the problem, there is no direct link between the forum website and the in-game map files.





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