Nesutizale, on 29 April 2019 - 04:02 AM, said:
I saw somewhere some extracted files that showed whats used for the different weapons. They seam to use geometrie and while laser and ballistics are pretty small the ppc was huge. My guess would be that the "hitbox" was made 1:1 to the geometrie used for the different weapons. Thats why I set graphics = hitbox in my mind.
I agree that is not correct.
Still I find it strange that the PPC is the only weapon suffering that much from bad hit detection for such a long time. Was that meant to be so in the first place and not a bug? When it is a bug, why wasn't it never changed?
That the hit detection is overall bad is one side but when you gavea weapon a hitbox in the size of an Atlas then something is either wrong or its intentional.
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As for hit detection beeing difficulte and a poly accurate one even more. Its not only hard at the programming side. I remeber when we worked on Wing Commander Saga and had to work with poly accurate hit detection and some ships where fu... hard to hit like the pancake from the front where in older games they had big hitboxes you would hit from miles away.
How do you fix that or do you leave it be and let people addapt in playstyle?
I wonder if that is whats going on with the PPC...do they want people just to adapt?
wcs? sounds familiar, was that the freespace mod?
my theory is that pgi simply doesnt understand the pre existing collision system build into cryengine well enough for any kind of serious debugging. and that code may very well be in a closed source blob. nor do they have the skill to create a new system from scratch or leverage effective workarounds.
what i find is ppcs are hit and miss, i use them well say on a ppc warhawk or the quad lppc grinner i used in fp earlier. and on those mechs i got them split into 2 weapon groups each in chain fire mode and alternate the button presses. this usually lands better than pairs or triplets for some reason, sometimes just unlocking a velocity node can make a noticeable change.
its not just the ppcs srms are kind of like that too. i always wonder why srms do 2.15 damage/missile and i can only assume that was some kind of work around. they have the same problem where by firing too many at one time results in some hitting dead air and you get less damage. theres a limit on how much data you can shove down the network interface, so a lot of hits arent making it to the server.
Edited by LordNothing, 29 April 2019 - 04:30 AM.