Explanation on trilaser...

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Xenome77
Posts: 146
Joined: 13 Sep 2012, 21:42

Explanation on trilaser...

Post by Xenome77 »

Hello,

For me it's really one of badest things on the game. Ok laser should be limited on some point but here it's way too much.
And 90% of player dosen't know how it really works....

So here we got 3 pts who need to be on hitbox to get hit. Laser displayed is nothing...
Limit the hit distance to 92M on middle of hitbox without any possibility to get an hit higher than this. And even if you are totaly on it will say 7/2/5cm random value ...
Assume what you make it's limit as it cut the laser dunno why you make ppl belive they can hit when they technicaly can't ?
You can display something other than cm who say nothing execpt to make streamer talk like it was near of as it wasn't.

And please can you explain why you changed his value without saying anything to player in changelog ? We are not completly dumb 135/140M vs 90M we feel it in game... That was good before nobody complain about it was good deal here it's big limit ...

Generaly in game you see 60M shot and rarely longer shot because it's too hard to get hit on longshot. Maybe 2 dot enough ? Or older value ?

I really don't understand you'r move on this.

Edit :
Xenome77 wrote:I made this video sry for the quality not good as i want. But it show the difference bettween one dot / trilaser. And as you will see you can hit so much part of hitbox without trilaser ...

https://www.youtube.com/watch?v=FiQ4N418BS0
Last edited by Xenome77 on 16 Mar 2015, 01:02, edited 1 time in total.
novationx
Posts: 2723
Joined: 10 Aug 2013, 22:33

Re: Explanation on trilaser...

Post by novationx »

I also would like to see an increase of this to maybe the old value.
I remember that on the old ironfist you could do a lucky longshot of 140meters. I think my record was 144meters. Ofc this was luck, but shots over 100m happened quite a lot but were still rare.

So it was AMAZING if you made a +100m shot. Now this is impossible. :oops: In other words : you, NADEO, took away something amazing. I'd like to see this change be unchanged because somehow I really liked the possibility of longer shots.


I think lots of people feel this game-change too and did anyone ask for it? As long as I am a member on these forums I only read that we wanted a more accurate rail. What do we get? A more inaccurate rail.
So I guess there should be a good reason to do what you did? So would you be so kind to share this information with us, NADEO?


Suggestion :
- Explain 3-dot in a tutorial for new players
- Change crosshair-color when you can hit ( setting - color selection - personal - on/off )


Tyvm NADEO! Together we can create an awesome game. :)
The neverending waiting game has to stop.
Cuts
Posts: 38
Joined: 29 Sep 2014, 21:14

Re: Explanation on trilaser...

Post by Cuts »

According to something Sens said once, it's only 2 dots needed for a hit, not 3.

Just curious, but how / where did you find out these maximum (or theoretical maximum) ranges for laser hits, Xenom?

The idea behind the tri-laser seems to be that it makes things inconsistent. Apparently making the gameplay inconsistent was seen as a good thing by Nadeo. Although, I guess you could say the game is consistent at being inconsistent.

In UT, you miss your shock primary / LG / sniper shots because you missed the character, and thus missed the hitbox. In shootmania, it's not uncommon to shoot right at a player and miss. Or shoot behind them and hit. Again, the game is consistently inconsistent.

I love shootmania, but everything that makes the game awesome and cool is also the same stuff that makes me really dislike the game.
novationx
Posts: 2723
Joined: 10 Aug 2013, 22:33

Re: Explanation on trilaser...

Post by novationx »

Cuts wrote:According to something Sens said once, it's only 2 dots needed for a hit, not 3.

Just curious, but how / where did you find out these maximum (or theoretical maximum) ranges for laser hits, Xenom?
Join a server with a friend and try to make the longest shot possible.
now : 90m if your lucky?
before : 150m if your lucky?

Effect on gameplay : Quite drastic
Info given to community : 0%
The neverending waiting game has to stop.
Xenome77
Posts: 146
Joined: 13 Sep 2012, 21:42

Re: Explanation on trilaser...

Post by Xenome77 »

Yes but if you have 150M rail you will be more accurate on other distance all feeling change :)

Like atm you can't hit an head at 40M if i'm good because trilaser going to be out of the hitbox. But if it was 150M all these value going to be moved higher. So with a bit little trilaser we can hit head at 60M all will be more accurate.

But yes it's fun to see Cm draw execpt when you'r limited by the game ...

And yes we lost a good part on this game i remember some incredible long shot made on IPL qualifier was really impressive.
Cuts
Posts: 38
Joined: 29 Sep 2014, 21:14

Re: Explanation on trilaser...

Post by Cuts »

novationx wrote:
Cuts wrote:According to something Sens said once, it's only 2 dots needed for a hit, not 3.

Just curious, but how / where did you find out these maximum (or theoretical maximum) ranges for laser hits, Xenom?
Join a server with a friend and try to make the longest shot possible.
now : 90m if your lucky?
before : 150m if your lucky?

Effect on gameplay : Quite drastic
Info given to community : 0%
In that case, I suspect that the "spread" on the 3 tracers at any range is represented by the 3 dots in the default crosshair. Anything smaller than can be touched by the 3 dots is simply too small.

Would have to argue however that testing this yourself is not reliable, as a slight movement backward at that high a range would drastically affect your chances of 2/3 dots being over the hixbox. Probably worth nothing that the tracers would also get closer together as distance increases, so even using the dots of the default crosshair would not necessarily be representative of the position of the tracers at long distances.

Then, you have to consider pixels. As most screens have an even number of pixels, your crosshair is always going to be slightly-off-centre by 1 pixel. Usually, due to the weapon arm being on the right, you are always shooting slightly off-centre to the right when aiming your crosshair at something. Whilst this is mostly unnoticeable in most games, few games allow you to free aim "sniper" type weapons over distances of over 50+ meters with no zoom at fairly high FoV values (probably 90-95 for shootmania)

This would throw you off at long ranges, due to the slight off-set of the crosshair on your screen. If anything you would need to aim 1 pixel to the right of the distant player to have any chance of hitting them, due to the crosshair at those extreme ranges not 100% following the weapon tracers. Whilst this is true in every game, it's more of a problem due to the FoV, distances, lack of zoom and three-dot rail involved in shootmania.

The hit box change is more likely to be the route of the problem, rather than anything changing about the laser tracers. The change to the hixbox probably means the body area hitbox or feet hit box is no longer wide enough for the tracers to be in contact at long distances.
novationx
Posts: 2723
Joined: 10 Aug 2013, 22:33

Re: Explanation on trilaser...

Post by novationx »

Cuts wrote: In that case, I suspect that the "spread" on the 3 tracers at any range is represented by the 3 dots in the default crosshair. Anything smaller than can be touched by the 3 dots is simply too small.
This is how it should be exactly. Perfect explanation.
And if , by using this very logical approach, the limit would be 90m, then lets make this "spread" smaller so that we can have +100m shots.

:yes: :yes:
The neverending waiting game has to stop.
novationx
Posts: 2723
Joined: 10 Aug 2013, 22:33

Re: Explanation on trilaser...

Post by novationx »

Xenome77 wrote:Yes but if you have 150M rail you will be more accurate on other distance all feeling change :)

Like atm you can't hit an head at 40M if i'm good because trilaser going to be out of the hitbox. But if it was 150M all these value going to be moved higher. So with a bit little trilaser we can hit head at 60M all will be more accurate.

But yes it's fun to see Cm draw execpt when you'r limited by the game ...

And yes we lost a good part on this game i remember some incredible long shot made on IPL qualifier was really impressive.
It sounds rediculous but it is actually true. Shooting a head @40-50m feels like participating in the lottery.

Omg, I can already imagine having this back in the game. Im actually smiling right now :D ( until I realize again, that its currently not in the game anymore :( )

@cuts : The laser is centered as it shoots out of your forehead. (if i remember correctly)
The neverending waiting game has to stop.
Xenome77
Posts: 146
Joined: 13 Sep 2012, 21:42

Re: Explanation on trilaser...

Post by Xenome77 »

I made this video sry for the quality not good as i want. But it show the difference bettween one dot / trilaser. And as you will see you can hit so much part of hitbox without trilaser ...

https://www.youtube.com/watch?v=FiQ4N418BS0
Alexey85
Posts: 465
Joined: 14 Jul 2012, 10:54

Re: Explanation on trilaser...

Post by Alexey85 »

IMO, they made trilaser first to allow defs being able to spam rox instead of hide more to not being shot too much often (= more action - happier viewers, as for players - I don't know, questionable) and second to allow more open maps with laserpads in modes like royal or battle.
On one hand the idea has its pluses, on the other hand it is counterintuitive and the problem is that it is not properly communicated.
There should be made a thread explaining how trilaser works. And any change should be posted as well. For example, I didn't know the trilaser has changed until I read this thread.
Last edited by Alexey85 on 05 Mar 2015, 21:47, edited 1 time in total.
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