Author Topic: Hit detection?  (Read 3711 times)

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Offline Swarmer

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Hit detection?
« on: November 27, 2006, 02:13:30 am »
I played a few games after a year-long hiatus.  I went back to my Saw 'n Nades name, and I did really well on my first round.  I was 20-9 with only my chainsaw and grenades.  My saw killed in one hit and so did my nades.  However, after that round, everything went to hell.  I hit the same guy with 4 nades and he didnt die, yet he hit me with one and I died instantly.  I sawed a guy 3 times and he didnt die.  This is the exact reason why I stopped playing.  The game would be so random: sometimes it would be amazing, other times none of my hits would register.  There was definetly no problem with this before 1.3.1.  I don't think I'll be playing Soldat for a while, until hit detection is back to what it was before.  It was fun while it lasted though.  Is anyone else having these problems?

Offline Mr. Domino

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Re: Hit detection?
« Reply #1 on: November 27, 2006, 02:40:15 am »
It's lag. Play servers closer to you, play servers with a lower ping population, and do what you can yourself to help your own bandwidth speed. Lag wasn't added to 1.3.1, though the new update may have it removed. :P

Offline Chakra

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Re: Hit detection?
« Reply #2 on: November 27, 2006, 12:28:12 pm »
I find that the higher the weapons ROF (rate of fire), the less likely it is to make a successful hit (excluding the quirky explosions situation with nades and m79). Dunno why. Maybe someone could try fiddling around with the saw's ROF - just low enough to not 'fire' so often, yet fire often enough to make it kill on contact most the time - and see if that helps.

Try the flamethrower on the Soldat Forums server if you got a ping of more than 100. Damn near impossible to hurt anyone with it, yet a guy with a 50ish ping can cause a lot of death and destruction with the damn thing. Outcast flamed me for a good 5 seconds with it once, and despite being covered in flames, I recieved absolutely no damage. Incidently, I believe the flamethrower has quite a high ROF.
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Offline Swarmer

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Re: Hit detection?
« Reply #3 on: November 27, 2006, 06:07:14 pm »
It is probably lag, but I rarely had this problem before 1.3.1.  Maybe some setting was changed that increases this rate.

Offline papercut

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Re: Hit detection?
« Reply #4 on: November 27, 2006, 06:13:22 pm »
Ru is right, I've noticed the same thing. It maybe why rugers and desert eagles are so good, and the minigun is not.
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Offline Fluffy

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Re: Hit detection?
« Reply #5 on: November 28, 2006, 02:53:59 am »
Good ol' 1.2.1...

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Offline ElGato

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Re: Hit detection?
« Reply #6 on: November 28, 2006, 06:41:44 pm »
I know this is only semi-related but hit detection, or lack of, is the reason many people no longer use the D Eagles. While I know in a no lag situation 3 shots have the potential to kill, 90% of the time it takes 5 or more with all of them hitting. I am betting it doesn't happen to everyone but I know quite a few people that have the same problem as me with them, and it's damn annoying.
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Offline popsofctown

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Re: Hit detection?
« Reply #7 on: November 28, 2006, 10:01:34 pm »
YEAH i've thrown a grenade and unloaded five body shots on a dude and he's lived.  Why are the deagles laggier?
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Offline sakae

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Re: Hit detection?
« Reply #8 on: December 08, 2006, 04:02:02 pm »
I tried play soldat 1.2.1 the other day and I had 200 åping but it was lagging less than servers where I had 33 ping in soldat 1.3.1, and the Deagles became ultra laggy in the newer versions... altough 133 ping work good in soldat 1.3.1, probably better than 16 åping

5th_account

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Re: Hit detection?
« Reply #9 on: December 08, 2006, 06:42:01 pm »
Unregged hits aren't completely related to lag. In many cases it seems to be lack of agreed responsibility between clinent and server to tell eachother what the hell is going on. It may have lagged more before Aquarius remade Michal's netcode, but it was very lean and sloppy made. On a related note Michal fixed a handful of hit-related bugs for 1.3.2, and the saw has a 200% chop speed to prevent bodies swoshing past inbetween two chops.
« Last Edit: December 08, 2006, 06:46:28 pm by 5th_account »

Offline sakae

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Re: Hit detection?
« Reply #10 on: December 08, 2006, 07:03:53 pm »
hmm, it was probobly the recoding that made the problem.. I had no problem in hit registration in soldat 1.2.1, but in 1.3.1 I have alot of problem.

Offline a-4-year-old

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Re: Hit detection?
« Reply #11 on: December 08, 2006, 10:08:58 pm »
this game has the biggest hit detections ever in 1.3.1 even with 33 ping this game has more problems then any game i have ever played, its a shame grenades are a toss up (no pun intended)
If we hit the bullseye the rest of the dominoes will fall like a house of cards. Checkmate. -Zapp Brannigan

Offline papercut

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Re: Hit detection?
« Reply #12 on: December 09, 2006, 12:20:36 am »
Quote
I went back to my Saw 'n Nades name, and I did really well on my first round.

Oh yeah I recognise that name, I think I played you a long while back. I was really impressed on how well you were able to take people out with only a saw 'n nades. =D
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Offline Oliver_1992

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Re: Hit detection?
« Reply #13 on: February 25, 2007, 01:18:30 am »
yeah yeah i know wat u mean
i would shoot people with the one shotters like m79 and berrett
and it would hit them but wouldnt die.

Offline Chakra

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Re: Hit detection?
« Reply #14 on: February 25, 2007, 01:24:17 am »
Bit of an old topic to revive here Oliver....

...but oh well. Just a random thought in a moment of sleeplessness, but a good way to tackle the problem of hit detection would be a lower maximum ping allowance in most servers. Many servers are very forgiving in their pings, but even a ping over 150 will have a serious consequence to hit detection, both for him and the people shooting him....or so i've noticed.

Ask servers you frequent to lower their maximum ping allowance. Those with a ping higher than it get booted off the server.
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Dark Flare

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Re: Hit detection?
« Reply #15 on: March 11, 2007, 11:27:12 am »
That happens to me soemtimes..but Chakra was right; it was lag because it doesn't happen on servers where i get lower than 100 ping, and the flame thrower usually does the lag thing with me. I can flame soemone for a long time and wont die. Imo the people who made soldat should work on lag. Lag causes people to teleport. I thinkn that if your ocmputer lags and it makes it look like ur teleporting it shouldn't really happn in the game.