Tequila wrote:This is another problem and you should post a feature request about "campers behind boxes who only show their head" problem.
I just put this as an example. Another problem caused by high spread is that you often shoot at head and hit legs then, or shoot at the legs and hit neck.
Thus all aiming gets some sort of "random". Someone is lucky and hits the head altough aiming somewhere totally else. Someone else would have aimed at the head, but doesn't even hit, because the spread moves the bullet elsewhere.
A game should stay a game. It's not necessary, yet also contraproductive, to make it as realistic as possible. You are not creating a gunfight-simulator, you are coding on a game. And games are meant to be intuitive and fun, rather than having a surprise-effect every time you fire a bullet.
For now, we have the idea to forbid shot if guns are just hidden by a solid and the client will have to show you can't shot in that way. But if think there will be another problem as you maybe won't be able to shoot from some windows...
hmm - not sure if that's such a good idea .. it will feel weird to not be able to shoot at things altough they are in your vision - having accurate guns and accurate hitboxes are helping more imo
And about bad hit boxes, I think you're a little wrong as right now they give an advantage to the shooter most of the time.
if you are sure about this (and it also counts for moving - animated - models), then the effect of not hitting shots which are supposed to be clear hits is caused by the current spread already - anyhow, it
feels buggy and annoying
So please, test it before complaining.
i can say without testing that making hitsystem even more random ain't the solution for the problems we experience.
This is a try and any good try can give you good arguments. By now, you're only referring to SG 1.0 feeling. Still few things has been fixed like shooting through a door. Such fix still can modify the feeling in a great way so let try what torhu proposes.
as long as it stays a 'try' i don't mind - but the randomness of a spread-system that ain't visualized in any way is annoying in first place
and of course weaker players won't notice this effect as much as people who got nice accuracy
By increasing the spread for short range weapon, we won't increase power of campers only using pistols... These campers will have to move closer or buy a high range weapon.
campers got a whole body to shoot at, when an opponent is running by. While the camper itself only offers his head. And of course it is easier for the camper to hit your body than it is for you to hit his head. And of course, the higher the spread, the more impossible it gets to kill someone by headshot.
We are agree this will force you to think more about tactics Wink and even for the campers.
i rather expect the other way around .. force ppl who attacked fast right now to move slower, since they lose more bullets due to spread, and therefor need to reload more often and being out of bullets faster.. so it's rather a 'sneaking' so that you are close-up to the opponent
Right now, hit calculations are not completely accurate and you still can hit legs even shooting between legs...
if that would be the only problem, you could say "hitsystem is fine" -- but it just feels wrong as a whole (and of course it's not possible for me to say if it's just the random spread, or buggy unlagged, or models not fitting onto the hitboxes)
About Damage-drops, I think we should provide a cvar to give to admins and/or mappers the choice of the formula.
And i think a stable balanced hitsystem should be provided with the default config first, before giving serveradmins the ability to mess with those settings.
/quit