Obelisk glitching / not hitting [message #382592] |
Sat, 25 April 2009 14:26 |
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RTsa
Messages: 484 Registered: January 2005 Location: Finland
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Commander |
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Okay, so on quite a few maps you can avoid getting hit by the obelisk because it misses you and thus GDI can get in Nod buildings etc. It's mostly a problem with fanmaps, but maps like Under and City (&flying) are also affected.
So the obi sees you and shoots at you, but the way it works is that it traces a ray that only stops at map geometry (& vehicles too?) so basically, with infantry, the ray goes past you and hits the ground behind you. Now, if the obi is far enough away (or you're standing in the right place - map geometry wise or you jump at the right time), the splash center will be to far away and the radius will be too small to actually do damage to you.
What I'd like to see is for TT to fix this glitch, of course. I'm pretty sure at least most people agree that this is a bug that should be fixed. This does change the balance somewhat though as it'll be slightly harder for GDI to walk in Nod base on some maps in some places. What I propose is to make the whole Obi ray do the damage to anything it touches. As in, sort of a round tube - just like it should be. If it can be changed that is..
Either that, or make the ray trace work similarly to any other weapon - so that it also takes into account infantry.
Imagine the end to n00bs standing on the central hill on Hourglass just glitching the obi - they'll be surprised when the obi actually hits them.
OMC NOB
Ragdoll Matrix
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Re: Obelisk glitching / not hitting [message #382682 is a reply to message #382592] |
Sun, 26 April 2009 10:00 |
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RTsa
Messages: 484 Registered: January 2005 Location: Finland
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Commander |
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Nah, I didn't say make it a direct hit weapon (like pistol?). I just said make it stop at infantry as well. Still, at the point where it hits, you'd have the splash damage and thus it wouldn't alter the way it works too much.
Think of it as the way artilleries work. It can hit the infantry straight on, but it also splashes the surroundings when it does that. Well, that + it's instant like a sniper, for example. (& a whole lot more damage )
But like I had in the OP, the first thing you'd want to try is to make it damage stuff like a sort of round tube. The 2nd best thing would be to make the raycast detect infantry & stop there.
OMC NOB
Ragdoll Matrix
[Updated on: Sun, 26 April 2009 10:03] Report message to a moderator
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Re: Obelisk glitching / not hitting [message #382708 is a reply to message #382687] |
Sun, 26 April 2009 12:50 |
Genesis2001
Messages: 1397 Registered: August 2006
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General (1 Star) |
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RTsa wrote on Sun, 26 April 2009 10:26 | I made three pics to better (? ) show what I mean.
First is how it works right now, the ray is traced through the character and ends up in the ground, far enough away so it doesn't do damage.
Second picture shows what would happen if the ray trace also took into account characters. It'd become much more accurate against infantry - obviously. However, something that would be where I wrote the "SPLASH" in the first image would survive, and that might not be what we'd want.
Third picture shows (eh...kinda) what would be the ultimate (and most realistic too) solution: make the obelisk ray damage anything in its path. Thus killing both the mobius as well as someone standing behind him at the "SPLASH" spot of the first image.
(NOT like ramjet which only damages stuff in a straight line, rather something with a radius - a tube!)
PS - Pain(t) FTW!
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I think it's perfectly balanced the way it is currently.
I'm sure this has been said before, probably time and time again ...
But,
GDI is tank-based. They don't really have elite infantry. Thus, the Obelisk is meant for tank destruction.
Nod is infantry-based. They don't have high-tech vehicles. Thus, the AGT is meant to take out these units (hence the chaingun).
=x
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Re: Obelisk glitching / not hitting [message #382713 is a reply to message #382592] |
Sun, 26 April 2009 12:53 |
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RTsa
Messages: 484 Registered: January 2005 Location: Finland
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Commander |
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No, Nune, that's not what I meant. The way it works is that it only has one ray. It's just graphics that there're 3. That doesn't have anything to do with the way the damage works.
Zack, yeah, it's balanced and this wouldn't really change it - simply fix a bug that's highly abusable on some maps.
OMC NOB
Ragdoll Matrix
[Updated on: Sun, 26 April 2009 12:56] Report message to a moderator
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Re: Obelisk glitching / not hitting [message #382929 is a reply to message #382923] |
Mon, 27 April 2009 06:40 |
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RTsa
Messages: 484 Registered: January 2005 Location: Finland
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Commander |
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StealthEye wrote on Mon, 27 April 2009 15:41 | "area of effect"? You mean splash damage? The center position of the splash damage will change to the soldier body rather than the ground, but that's a difference you wouldn't even notice normally...
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True, and it should be the easiest solution to work out, too.
Getting the distance to a line is difficult? Because that's really the only thing needed to make it a tube. The math behind it is not that hard, but I don't know how Renegade engine works so it could end up really hard to do in practice.
But yeah, I'm perfectly happy if it's changed so that the splash center is changed to the position of the soldier's body.
OMC NOB
Ragdoll Matrix
[Updated on: Mon, 27 April 2009 06:41] Report message to a moderator
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Re: Obelisk glitching / not hitting [message #382950 is a reply to message #382942] |
Mon, 27 April 2009 08:51 |
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The Party
Messages: 546 Registered: February 2009 Location: Chapel Hill, NC
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Colonel |
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Test it in MP practiece and online, if you don't lag into the open, the ob still hits you from behind the pole. Plus in most servers where the other team is not total noobs, ob walking is near impossible.
War is Peace.
Ignorance is Strength.
Freedom is Slavery.
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Re: Obelisk glitching / not hitting [message #382960 is a reply to message #382592] |
Mon, 27 April 2009 09:40 |
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RTsa
Messages: 484 Registered: January 2005 Location: Finland
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Commander |
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Tell me then, why is it possible to hide from the obi behind a lightpole?
edit: I got hit because obi works differently when testing stuff out and hosting a game for yourself compared to playing on an actual server - still, it's very much possible to hide behind one of those if you just know the spot to be at. The ray traces from the very tip of the obi to the center of the character, so if you're in 1st person and look at the tip but can't see it, then chances are you won't be hit
OMC NOB
Ragdoll Matrix
[Updated on: Mon, 27 April 2009 10:22] Report message to a moderator
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Re: Obelisk glitching / not hitting [message #383041 is a reply to message #383010] |
Mon, 27 April 2009 14:58 |
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RTsa
Messages: 484 Registered: January 2005 Location: Finland
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Commander |
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dirtycop wrote on Mon, 27 April 2009 22:23 | Because you are behind a solid object and the obelisk doesn't "see you". It's not that smart.
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Well duh. I was being sarcastic. MasterEvolution is the one who doesn't know how it works.
And error, I already said the ray's cast from the tip.
OMC NOB
Ragdoll Matrix
[Updated on: Mon, 27 April 2009 14:58] Report message to a moderator
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