firewaterwordSatchitanandaPais Vasco to San FranciscoRegistered Userregular
Anyone toss a fore-grip on the VX6-7? I'm thinking about it, since I pretty much live in my engi when I'm not driving or flying something, but I've read mixed reviews. Same goes for the laser for hip-firing.
14) Will infantry be able to deal with liberators? Yes. Right now only air can kill liberators effectively. We want to add tools to allow infantry to stay infantry and still be able to combat libs.
Is the thought here that infantry can't deal with liberators because they're at the flight ceiling? I can't imagine what a liberator is supposed to do if infantry/aa vehicles/air can all reach their big slow frames. They can't run from air, and the infantry draw distance means that they'll be getting shot from things they can't possible return fire against.
It would be cool if enough Light infantry, or infiltrators can 'paint" an air target then maybe a big gun at one of the bases would launch a huge artillery shot at it. So, like, the infantry helps to triangulate it's position, and then BLAM.
Would require a base with a big gun (I feel like I've seen this?) and a tool, i guess.
Something I have noticed but can't really confirm.
Can you not damage infantry you can't see? There have been times where I know there are infantry on a tower so I go in and rocket bomb them with my reaver from a distance but it does no damage. I fly up unti lthey render and I get blasted by AA before I can do any damage (or actually see the thing shooting at me)
Fyi, vanu sniper rifles definately have bullet drop. At least the bolt action.
It really becomes noticable with the 12x scope. At those ranges I think a headshot still 1-shot people, though there is certainly some damage drop off.
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KlykaDO you have anySPARE BATTERIES?Registered Userregular
Something I have noticed but can't really confirm.
Can you not damage infantry you can't see? There have been times where I know there are infantry on a tower so I go in and rocket bomb them with my reaver from a distance but it does no damage. I fly up unti lthey render and I get blasted by AA before I can do any damage (or actually see the thing shooting at me)
Every hit is client side. So if your client can't see something,it doesn't exist and thereby can't be hit.
Also,you guys should all turn your render distance down in the ini file instead of using that horrible auto adjusting one it is default set to.
Ok wait...this whole time when you have been saying "bullet drop" are you talking about damage reducing over distance, or the bullet being effected by gravity?
Ok wait...this whole time when you have been saying "bullet drop" are you talking about damage reducing over distance, or the bullet being effected by gravity?
I think it goes: for TR/NC, gravity...for VS, damage reduction over distance
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That_GuyI don't wanna be that guyRegistered Userregular
Something I have noticed but can't really confirm.
Can you not damage infantry you can't see? There have been times where I know there are infantry on a tower so I go in and rocket bomb them with my reaver from a distance but it does no damage. I fly up unti lthey render and I get blasted by AA before I can do any damage (or actually see the thing shooting at me)
Every hit is client side. So if your client can't see something,it doesn't exist and thereby can't be hit.
Also,you guys should all turn your render distance down in the ini file instead of using that horrible auto adjusting one it is default set to.
No, it's not. ALL of the hit detection is done Server Side.
Finally starting to have fun in this game. I still have no idea what the fuck is going on and the geography is completely baffling to me but storming a giant mushroom building with a bunch of my NC bros as a heavy assault is a lot of fun and really feels war like.
815165 on
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CorehealerThe ApothecaryThe softer edge of the universe.Registered Userregular
Serverside hit detection when pitted against targets that lag around.
Fun times.
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KlykaDO you have anySPARE BATTERIES?Registered Userregular
Something I have noticed but can't really confirm.
Can you not damage infantry you can't see? There have been times where I know there are infantry on a tower so I go in and rocket bomb them with my reaver from a distance but it does no damage. I fly up unti lthey render and I get blasted by AA before I can do any damage (or actually see the thing shooting at me)
Every hit is client side. So if your client can't see something,it doesn't exist and thereby can't be hit.
Also,you guys should all turn your render distance down in the ini file instead of using that horrible auto adjusting one it is default set to.
No, it's not. ALL of the hit detection is done Server Side.
If this is so,then why is it called "client side hit detection" in every forum and why are people reporting that things you can't see don't get hit?
Also, why can people shoot me even though I am behind a corner :P
Just found this:
Is the hit detection client-side or server-side? We all know how frustrating it is to get killed after you've already taken cover on your screen. The developers want to minimize the effect of lag in PlanetSide 2. Hit detection will use a hybrid model of client and server-side tracking. Physics will be handled by the client, and some other details will be handled by the server. I was told the target latency is around 100-150 ms maximum. How this would be achieved or enforced is unknown. However, there will be multiple servers, so players can choose the server with the shortest latency.
Klyka on
SC2 EU ID Klyka.110
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CorehealerThe ApothecaryThe softer edge of the universe.Registered Userregular
Ya I have my doubts about it being serverside.
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That_GuyI don't wanna be that guyRegistered Userregular
My playtime last night was a really good example of server side hit detection. My ISP was having issues so packets were delayed heavily. I saw a Lib flying over me, so I locked on and fired off all 6 of my rockets. If the actual detection of the hit was handled client side, I would have seen the rockets fly off, make impact, and immediately give me a hit marker. It did not, however. It took a good 20 seconds before I got hit markers for the impact. What you see on the screen is mostly handled client side, but weather or not a bullet or other projectile hits your target or not is decided by the server.
Most shooters (hell almost all shooters) use client side hit detection. This is an artifact of a different, much older age of shooters. In the past, it was needed because of constraints on server power, connection speed, and latency.
Wow. So, I did a 1-month membership, and then used the 500 SC points to buy a 50% 7-day boost. So, that gives me +75% while on offense, and +90% on defense.
Repairing a max? 20xp. Repairing a Sunderer? 11xp. Ammo drop? 18xp. Shit is crazy. Totally glad I spent the SC on the boost, as most of what I currently want are cert upgrades.
Origin for Dragon Age: Inquisition Shenanigans: Inksplat776
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That_GuyI don't wanna be that guyRegistered Userregular
Wow. So, I did a 1-month membership, and then used the 500 SC points to buy a 50% 7-day boost. So, that gives me +75% while on offense, and +90% on defense.
Repairing a max? 20xp. Repairing a Sunderer? 11xp. Ammo drop? 18xp. Shit is crazy. Totally glad I spent the SC on the boost, as most of what I currently want are cert upgrades.
You should see what happens with the 6 month Prepaid. If you prebuy the sub you instantly get the 6 month bonus. I am just using that with the Alpha Squad bonus is it's about that. If you combined 6 month with a +50% amp, that would just get crazy.
Wow. So, I did a 1-month membership, and then used the 500 SC points to buy a 50% 7-day boost. So, that gives me +75% while on offense, and +90% on defense.
Repairing a max? 20xp. Repairing a Sunderer? 11xp. Ammo drop? 18xp. Shit is crazy. Totally glad I spent the SC on the boost, as most of what I currently want are cert upgrades.
Wow. So, I did a 1-month membership, and then used the 500 SC points to buy a 50% 7-day boost. So, that gives me +75% while on offense, and +90% on defense.
Repairing a max? 20xp. Repairing a Sunderer? 11xp. Ammo drop? 18xp. Shit is crazy. Totally glad I spent the SC on the boost, as most of what I currently want are cert upgrades.
You should see what happens with the 6 month Prepaid. If you prebuy the sub you instantly get the 6 month bonus. I am just using that with the Alpha Squad bonus is it's about that. If you combined 6 month with a +50% amp, that would just get crazy.
My plan is that if I'm still playing after Christmas, to buy the 6-month Prepaid. But I don't always stick with games for that long, so I'm giving it a test run first. :P
Origin for Dragon Age: Inquisition Shenanigans: Inksplat776
Man I sure wish I could cert into some frigging sun glasses. Snow land is way too bright sometimes!
Check this out, I recorded this last night to try and show off the Esamir nighttime stuff but then the server went down and whatever. It still shows off the pretty lighting so I figured I'd upload it anyway.
quad core i7-2600, 8GB RAM, AMD Radeon 6970 on Windows 7 64-bit, and my resolution is only 1920x1080. The video would have looked better if it had recorded at a higher resolution, I'm going to have to look into why that is.
quad core i7-2600, 8GB RAM, AMD Radeon 6970 on Windows 7 64-bit, and my resolution is only 1920x1080. The video would have looked better if it had recorded at a higher resolution, I'm going to have to look into why that is.
ugh, i am so incredibly bottlenecked by my clunky i3
Can Vanu snipers seriously one hit kill as well? If that's the case no bullet drop seems crazily strong compared to, well, everything else.
Edit: If someone bought/trialed enough the other main tank weapons (missile anyone?) or the skyguard I'd be interested in your opinion. Oh oh! The Vanguard shield sounds really sexy, I can already kind of murder magriders in close combat simply because of my armor.
With the V10 one shot headshots are super easy once you figure out what distance your bullet drop starts at
Something I have noticed but can't really confirm.
Can you not damage infantry you can't see? There have been times where I know there are infantry on a tower so I go in and rocket bomb them with my reaver from a distance but it does no damage. I fly up unti lthey render and I get blasted by AA before I can do any damage (or actually see the thing shooting at me)
Every hit is client side. So if your client can't see something,it doesn't exist and thereby can't be hit.
Also,you guys should all turn your render distance down in the ini file instead of using that horrible auto adjusting one it is default set to.
No, it's not. ALL of the hit detection is done Server Side.
If this is so,then why is it called "client side hit detection" in every forum and why are people reporting that things you can't see don't get hit?
Also, why can people shoot me even though I am behind a corner :P
Just found this:
Is the hit detection client-side or server-side? We all know how frustrating it is to get killed after you've already taken cover on your screen. The developers want to minimize the effect of lag in PlanetSide 2. Hit detection will use a hybrid model of client and server-side tracking. Physics will be handled by the client, and some other details will be handled by the server. I was told the target latency is around 100-150 ms maximum. How this would be achieved or enforced is unknown. However, there will be multiple servers, so players can choose the server with the shortest latency.
There is a thread over on the official forums about that right now.
Here's the meat of the complaint:
We had been holding Eisa Tech Plant for the last three hours against alternating assaults by TR and NC. Not because we were more skilled, or more numerous. But because of the rendering distance.
Put simply, dynamically scaling infantry rendering distance was the worst possible way you could have handled the issue of server load. Not only does it almost completely cripple an entire class (infiltrator), it also progressively makes combat impossible at any range other than point blank. By the time we finally lost the tech plant, the number of people in the area was so high that the rendering distance was literally the width of one of the catwalks.
Read that last paragraph again. Not the length. The width. We're talking literally two seconds of movement time sprinting, if even that. Beyond that, no infantry existed. No friendlies, no enemies, nothing. Combat at that point quite literally became just volleying grenades at where we thought the other team was, and they were doing the same thing. Why? Because you can't kill what you can't see with normal weapons. You have to use something that spawns an actor in the world, because those are handled server-side, whereas bullet hits are handled client-side. We were literally only holding the tech plant because their superior numbers (once our side finally left and I could see most of theirs, they almost were carpeting the upper level and a good chunk of the lower) *couldn't see us to shoot us and most of us were avoiding the likely areas for grenades to land.
Simply put, infantry rendering on-screen had been throttled down so severely that players couldn't even see other players that were 10-20 meters away.
Finally starting to have fun in this game. I still have no idea what the fuck is going on and the geography is completely baffling to me but storming a giant mushroom building with a bunch of my NC bros as a heavy assault is a lot of fun and really feels war like.
The game certainly does capture a je ne sais quoi that has given me flashbacks of Iraq on a few occasions.
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citizen059hello my name is citizenI'm from the InternetRegistered Userregular
Also, a previous SOE response to the rendering issue:
This is probably not raw rendering, but a completely different concept called interest selection. In brief, here are the problems we face:
1) There are often thousands of players on a Planetside 2 server (it's kind of our thing, and to be expected)
2) It takes a finite but appreciable amount of data to "tell" your client about another player
3) As well, it takes render resources to draw each player. A dozen isn't a big deal. A hundred is a pretty big deal.
2 + 3 are why most people aren't crazy enough to make combat games with thousands of players.
Whether a player/vehicle is drawn is a fight between these three parameters. People tend to bunch up into big fights, because they are cool and where most of the gameplay is. If we told every person in every fight about all the other people they could possibly see, we'd melt the internet (but more importantly, we'd cause packet loss to your client because of just too many packets). If we draw every player everywhere on a continent, we make everyone unhappy except people who own $8K rigs.
The server thinks a lot about who it is going to tell you about on any given update. It does this by combining a bunch of factors, how close you are, whether they are enemy or friend, how important they are to you in other ways (like in your squad), etc. We try to pick the best blend of those factors possible. Could it be improved? Almost certainly, although we worked on it quite a lot all through beta, we'll continue to work on it pretty much always. We will be adding some further measurement to the client on this and making sure what we think you are seeing is what you actually see. - Twist
Finally starting to have fun in this game. I still have no idea what the fuck is going on and the geography is completely baffling to me but storming a giant mushroom building with a bunch of my NC bros as a heavy assault is a lot of fun and really feels war like.
The game certainly does capture a je ne sais quoi that has given me flashbacks of Iraq on a few occasions.
That doesn't exactly sound like a good thing for you
0
CorehealerThe ApothecaryThe softer edge of the universe.Registered Userregular
Welp.
0
Sir CarcassI have been shown the end of my worldRound Rock, TXRegistered Userregular
So it's possible that when I get killed by someone I didn't see, I actually couldn't see them?
So it's possible that when I get killed by someone I didn't see, I actually couldn't see them?
If they're far enough away (say, a sniper on a far off ridge), then it seems entirely possible given that description @citizen059 posted. Though it's more likely that, especially given how cluttered most bases are and how fluid the battle is, you probably just got your ass flanked ;-)
So it's possible that when I get killed by someone I didn't see, I actually couldn't see them?
If they're far enough away (say, a sniper on a far off ridge), then it seems entirely possible given that description @citizen059 posted. Though it's more likely, especially given how cluttered most bases are and how fluid the battle is, you probably just got your ass flanked ;-)
Yeah, I always dread going outside of a base and looking around because those big walls have a lot of nooks and crannies to hide in and there's always at least a dude or two there that can ruin your day.
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citizen059hello my name is citizenI'm from the InternetRegistered Userregular
edited November 2012
I saw some of it first-hand last night. I air-dropped into a base as an Infiltrator and wound up getting perched on top of a tower. I was looking down and sniping at some NC who were battling the VS forces on the perimeter, and seemingly at random some of them would just disappear entirely from my screen (vehicles that were next to them did not vanish, only infantry). First time I've encountered that issue, but it was also the first time I've been in such a large battle viewing everything from overhead. Normally I'm at ground level and there are plenty of walls & buildings in the way to obscure any distant infantry that may or may not be there.
Posts
Is the thought here that infantry can't deal with liberators because they're at the flight ceiling? I can't imagine what a liberator is supposed to do if infantry/aa vehicles/air can all reach their big slow frames. They can't run from air, and the infantry draw distance means that they'll be getting shot from things they can't possible return fire against.
Would require a base with a big gun (I feel like I've seen this?) and a tool, i guess.
Steam ID: Obos Vent: Obos
Can you not damage infantry you can't see? There have been times where I know there are infantry on a tower so I go in and rocket bomb them with my reaver from a distance but it does no damage. I fly up unti lthey render and I get blasted by AA before I can do any damage (or actually see the thing shooting at me)
It really becomes noticable with the 12x scope. At those ranges I think a headshot still 1-shot people, though there is certainly some damage drop off.
Every hit is client side. So if your client can't see something,it doesn't exist and thereby can't be hit.
Also,you guys should all turn your render distance down in the ini file instead of using that horrible auto adjusting one it is default set to.
Steam ID: Obos Vent: Obos
I think it goes: for TR/NC, gravity...for VS, damage reduction over distance
No, it's not. ALL of the hit detection is done Server Side.
Fun times.
If this is so,then why is it called "client side hit detection" in every forum and why are people reporting that things you can't see don't get hit?
Also, why can people shoot me even though I am behind a corner :P
Just found this:
Most shooters (hell almost all shooters) use client side hit detection. This is an artifact of a different, much older age of shooters. In the past, it was needed because of constraints on server power, connection speed, and latency.
Repairing a max? 20xp. Repairing a Sunderer? 11xp. Ammo drop? 18xp. Shit is crazy. Totally glad I spent the SC on the boost, as most of what I currently want are cert upgrades.
You should see what happens with the 6 month Prepaid. If you prebuy the sub you instantly get the 6 month bonus. I am just using that with the Alpha Squad bonus is it's about that. If you combined 6 month with a +50% amp, that would just get crazy.
oh no don't tell me this
don't make me spend more money
tumblr | instagram | twitter | steam
My plan is that if I'm still playing after Christmas, to buy the 6-month Prepaid. But I don't always stick with games for that long, so I'm giving it a test run first. :P
Check this out, I recorded this last night to try and show off the Esamir nighttime stuff but then the server went down and whatever. It still shows off the pretty lighting so I figured I'd upload it anyway.
tumblr | instagram | twitter | steam
ugh, i am so incredibly bottlenecked by my clunky i3
a new cpu is gonna be my xmas present to myself
tumblr | instagram | twitter | steam
With the V10 one shot headshots are super easy once you figure out what distance your bullet drop starts at
that would also make headshots more intuitive
tumblr | instagram | twitter | steam
There is a thread over on the official forums about that right now.
Here's the meat of the complaint:
We had been holding Eisa Tech Plant for the last three hours against alternating assaults by TR and NC. Not because we were more skilled, or more numerous. But because of the rendering distance.
Put simply, dynamically scaling infantry rendering distance was the worst possible way you could have handled the issue of server load. Not only does it almost completely cripple an entire class (infiltrator), it also progressively makes combat impossible at any range other than point blank. By the time we finally lost the tech plant, the number of people in the area was so high that the rendering distance was literally the width of one of the catwalks.
Read that last paragraph again. Not the length. The width. We're talking literally two seconds of movement time sprinting, if even that. Beyond that, no infantry existed. No friendlies, no enemies, nothing. Combat at that point quite literally became just volleying grenades at where we thought the other team was, and they were doing the same thing. Why? Because you can't kill what you can't see with normal weapons. You have to use something that spawns an actor in the world, because those are handled server-side, whereas bullet hits are handled client-side. We were literally only holding the tech plant because their superior numbers (once our side finally left and I could see most of theirs, they almost were carpeting the upper level and a good chunk of the lower) *couldn't see us to shoot us and most of us were avoiding the likely areas for grenades to land.
Simply put, infantry rendering on-screen had been throttled down so severely that players couldn't even see other players that were 10-20 meters away.
The game certainly does capture a je ne sais quoi that has given me flashbacks of Iraq on a few occasions.
This is probably not raw rendering, but a completely different concept called interest selection. In brief, here are the problems we face:
1) There are often thousands of players on a Planetside 2 server (it's kind of our thing, and to be expected)
2) It takes a finite but appreciable amount of data to "tell" your client about another player
3) As well, it takes render resources to draw each player. A dozen isn't a big deal. A hundred is a pretty big deal.
2 + 3 are why most people aren't crazy enough to make combat games with thousands of players.
Whether a player/vehicle is drawn is a fight between these three parameters. People tend to bunch up into big fights, because they are cool and where most of the gameplay is. If we told every person in every fight about all the other people they could possibly see, we'd melt the internet (but more importantly, we'd cause packet loss to your client because of just too many packets). If we draw every player everywhere on a continent, we make everyone unhappy except people who own $8K rigs.
The server thinks a lot about who it is going to tell you about on any given update. It does this by combining a bunch of factors, how close you are, whether they are enemy or friend, how important they are to you in other ways (like in your squad), etc. We try to pick the best blend of those factors possible. Could it be improved? Almost certainly, although we worked on it quite a lot all through beta, we'll continue to work on it pretty much always. We will be adding some further measurement to the client on this and making sure what we think you are seeing is what you actually see. - Twist
That doesn't exactly sound like a good thing for you
Steam Support is the worst. Seriously, the worst
If they're far enough away (say, a sniper on a far off ridge), then it seems entirely possible given that description @citizen059 posted. Though it's more likely that, especially given how cluttered most bases are and how fluid the battle is, you probably just got your ass flanked ;-)
Yeah, I always dread going outside of a base and looking around because those big walls have a lot of nooks and crannies to hide in and there's always at least a dude or two there that can ruin your day.
Rigorous Scholarship
Umm.. just rebind the keys to be opposite in a flight vehicle?
http://www.mil-dot.com/user-guide
I. Am. Stupid.
Rigorous Scholarship