1
Eternal Hit Registration Bug
Started by MarsThunder, Mar 22 2022 02:18 AM
10 replies to this topic
#1
Posted 22 March 2022 - 02:18 AM
Testing ground. In the position there is no hit registration.
A couple of point above or below hit registration works fine.
Reproducable 100%
#2
Posted 22 March 2022 - 07:36 AM
Annoying as it is... what does it really matter?
I would rather have PGI use their very limited resources to fix/do stuff that actually matters.
I would rather have PGI use their very limited resources to fix/do stuff that actually matters.
#4
Posted 22 March 2022 - 06:59 PM
How is hit registration not important..
#7
Posted 23 March 2022 - 09:50 PM
Nomad Tech, on 23 March 2022 - 05:17 PM, said:
That would be really impossible to do repeatedly.
Not really, check coordinates where that atlas is and where shooter is and make private match with someone, go to exact locations and face same direction and check if that happens or not.
#8
Posted 24 March 2022 - 01:01 PM
Look next to your crosshair; 608 meters
Now look at the mech; 674 meters.
Pretty sure found a bad LOD/collision box IMO.
Now look at the mech; 674 meters.
Pretty sure found a bad LOD/collision box IMO.
#9
Posted 25 March 2022 - 01:59 PM
Knownswift, on 24 March 2022 - 01:01 PM, said:
Look next to your crosshair; 608 meters
Now look at the mech; 674 meters.
Pretty sure found a bad LOD/collision box IMO.
Now look at the mech; 674 meters.
Pretty sure found a bad LOD/collision box IMO.
Indeed. I'd say that the hitbox for the building in front of the Atlas is taller in the middle than the actual, visible building is. That or there is a small object, like an antenna, that is lost in the Advanced Zoom upscale, but the crosshairs are nonetheless sitting perfectly upon.
Looking a bit more closely, notice the antennas on the building that have some kind of line connecting them across the breadth of the building? If you draw some imaginary lines connecting them along the building's length, I'd bet that's a hitbox boundary. Would just about perfectly explain the almost 70 meter difference in range.
#10
Posted 25 March 2022 - 04:21 PM
Pretty sure all of the maps have things like that.
There is a FLE width invisible wall on a corner in Rubellite that is pretty fun.
There is a FLE width invisible wall on a corner in Rubellite that is pretty fun.
#11
Posted 27 March 2022 - 06:41 AM
Moved to Emerald Taiga subforum
Edited by Armchair General, 27 March 2022 - 06:43 AM.
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