Topic: Space Invunerability Glitch - Please fix

I know this has been brought up before.

Whilst dogfighting, a few of my fighter's blaster hits have no effect, usually when I shoot any part other than the TIE's cockpit.  Well, most have no effect.  For a fighter pilot such as myself, this gets more than annoying, often leading to my death.  Embarrassing.  I emphasize the fixing of this.

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2 (edited by HagenSaubauch 2008-02-21 17:02:09)

Re: Space Invunerability Glitch - Please fix

poor hit detection (of the bf2142 engine) and lag are main causes for this, but trust me, the bolts do damage to wherever they hit the vehicle!!

____________
Former GC player known as "Saupadl"
GC-Veteran from 2 to 5.3

Ingame Name: FsTest Saupadl

Re: Space Invunerability Glitch - Please fix

We understand and definitely share the frustration with this particular bug, but unfortunately we are incapable of fixing it as it is a problem with the game engine.  I would advise sending an email to DICE if you would like to see this fixed.

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Re: Space Invunerability Glitch - Please fix

yea... we tested this with the 2142 gunships a looong time ago because we noticed it in testing... The hits bounce off  or something... I am not sure but I think it had to do with what angle you hit them at...

Which I assume is why they 'bounce off' during a dogfight often because you are nearly never directly behind em.

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Re: Space Invunerability Glitch - Please fix

Yeah.  Nothing we can do about it I'm afraid.  We even stood before DICE' top devs and producers and they confirmed that there's nothing to be done.  The reason it happens is quite literally the lag between the time you fire the weapon to the time the server registers that firing and starts predicting the projectile's path.  The projectile (and the hit) you see on your screen are milliseconds ahead of the server, and in this game the hit effect is all client side.  It doesn't do it when the server registers the hit but when the client thinks a hit has happened.  saves on bandwidth and for bf2/2142 it was easily good enough.

Unfortunately for us though we have pushed the engine lightyears beyond what it was designed for.  Never did they imagine you would be fighting more than a few hundred metres, let alone engaging people at up to 3km away in the game.  Even at "close" range you're still 2-400 metres away from the other ship and moving extremely fast in 3 dimensions.  And to top it off the blaster bolts are a LOT more visible than, say, bullets.  Plus blasters aren't known to "bounce" the way bullets are, further creating the mental stress.

The only thing I can recommend is to turn your crosshair colours red (it's a lot cooler that way) and use that as an indicator that you're hitting, rather than the puffs of smoke.

Fear the Woodzilla

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Re: Space Invunerability Glitch - Please fix

Already have my HUD red, it helps to register hits when flying towards hoth! smile


I was wondering if there are 'hit box' ares that could be increased for the y-wing. It has an exceptionally low profile and its really hard to hit compared to an X-wing or tie. Combined this with a turret and zero convergence nose mounted blasters and the y-wing is operating as more of a fighter killing gunship than a bomber.

Not that i have a problem with the y-wing being accurate- far from it- remembering fondly as i do the old X-wing game . I just think its disproportionately hard to kill, compared to lore and its role.

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7 (edited by Suriander 2008-02-21 19:40:06)

Re: Space Invunerability Glitch - Please fix

Changed the HUD to red last night, but thanks.  As far as the glitch goes, I'll just have to do some Freespace 2 as "training" and touch up on my dogfighting skills.

And Y-Wing? Hard to hit?  Hardly.  Wait...  Yeah, guess that works.

If anything needs fixing it's the S-Foil controls.  Well, it needs creating actually.

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