Invisible Ground Ruining Game
#1
Posted 01 June 2018 - 09:37 PM
#2
Posted 02 June 2018 - 04:13 AM
Edited by El Bandito, 02 June 2018 - 04:13 AM.
#3
Posted 02 June 2018 - 07:30 AM
Wow.
#4
Posted 02 June 2018 - 07:42 AM
There was a time where they did actually collect bad hitbox feedback and players were posting screens and vids, and they actually addressed a lot of really bad ones. Shame that stopped happening
#5
Posted 02 June 2018 - 11:42 AM
Ghogiel, on 02 June 2018 - 07:42 AM, said:
I'm glad you brought that one up. I was thinking about the bug where the terrain texture becomes invisible allowing you to literally see through hills (objects would still render as normal). It's a handy one for FW when picking gates.
#6
Posted 02 June 2018 - 11:57 AM
Ade the Rare, on 02 June 2018 - 07:30 AM, said:
Wow.
It is more than annoying.
Imagine you wall against zerg rush and the wall is solid and then zerg just warp through an invisible opening and kill you even though the wall looks solid.
Same in mwo.
Missing an entire alpha sux hard when you can clearly see the other mech and should land the shots but it just hits some invisible wall. Of course that sux hard. Specially in competitive tournaments thats more than annoying. Kinda game breakign actually. Imagine you loose the last, decisive match in a one on one scenario. You fire first vs cherry red CT and you hit an invisible wall.
Sux hard.
#7
Posted 02 June 2018 - 01:04 PM
It relies on the pilot knowing the firing lines and their own hardpoint placements. It's not what I'd call "game breaking". I would however like to see more destructable terrain, to reflect the fact that the thin strips of metal the antenna I've just splattered with LB20X rounds aren't a better material to make mechs out of than endosteel.
#9
Posted 02 June 2018 - 02:15 PM
Ade the Rare, on 02 June 2018 - 07:30 AM, said:
Wow.
A guy pokes up over a hill, you take aim at his clearly exposed torso, you fire. Your rounds impact invisible hitboxes in front of his 'mech and he takes no damage, and returns fire at you, hitting you.
Maybe "ruins" is a bit excessive, but this is definitely one of the worst aspects of the game.
#10
Posted 02 June 2018 - 02:51 PM
#11
Posted 02 June 2018 - 06:24 PM
Mystere, on 02 June 2018 - 01:41 PM, said:
Yet another reason why QP should go back to 8v8. Less burden on potato computers then.
Edited by El Bandito, 02 June 2018 - 06:24 PM.
#13
Posted 03 June 2018 - 05:30 AM
Mystere, on 03 June 2018 - 05:21 AM, said:
What we call potato computer, is actually considered average in many places. My gaming computer is far above average, and can effortlessly play a lot of modern games on high settings, but when I play MWO there are framerate issues on many maps. MWO is just not a computer friendly game, period. Which is why PGI should lower the participants to 8v8 in QP, so more players can enjoy playing this game.
#14
Posted 03 June 2018 - 05:38 AM
Edited by Quandoo, 03 June 2018 - 05:40 AM.
#15
Posted 03 June 2018 - 08:53 AM
Mystere, on 03 June 2018 - 05:21 AM, said:
I'd rather PGI stopped taking potato computers into consideration.
You'd certainly appreciate the already thin match selection suddenly plummeting, too.
PGI is not notable for optimization or even thinking about this issue when making new content.
#16
Posted 03 June 2018 - 03:20 PM
Polar Highlands is the worst offender of this. You can shoot at a fully exposed mech at mid range and hit nothing. Take one step forward and 10 meters of extra terrain height just pops in. It would be unacceptable in any FPS game, let alone one that is all about hiding behind hills.
#17
Posted 04 June 2018 - 12:12 AM
#18
Posted 04 June 2018 - 01:33 AM
ocular tb, on 02 June 2018 - 02:51 PM, said:
For pilots who have fun with speed and JJs this aspect is absolutely horrible.
I died more than once because of that...
#19
Posted 04 June 2018 - 07:02 AM
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