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Re: Official Exp v1.3 feedback
Posted: 24 Sep 2012, 16:31
by sadzealot
Kindress wrote:I'd like to point out that before the netcode "optimizations" were made, the laser was a hitscan weapon. If you shot the body of anyone with overseas ping, they would be eliminated after a short delay, but the laser hit itself registered in hitscan fashion.
I've been testing laser and rocket shots since the patch, and more in depth in the past few days. The laser no longer functions as hitscan. I have to shoot where a player will be, NOT where the player is, for my lasers to register. This is the same crap I had to deal with in Counter Strike 0.X beta on my 56k modem.
Also, if laser is still claimed to be hitscan, then I will mention that all weapons are suffering from whatever change was made, forcing one to compensate for lag instead of shooting people's models. That would mean... that the hitboxes are calculated after your shot is made, and doesn't show up on the other player's screen until that calculation is made. Every game I play, every map I play, I end up repeatedly shooting people with rockets, and they disappear inside their bodies, or they disappear AND a hit spark flares up, but the game registers no actual hit. I have similar complaints from some serious players I play with.
Shootmania is a game of strong shooting skills, dodging skills, and twitch reflexes. Before, true laser hitscan made the game playable between continents. Now, weapon shots, especially laser shots, are even harder to make and predict. I live in Arizona, USA, and the only way to compete in this game is to be able to compete at a global level via the internet. I ask that you please roll back or at least continue testing whatever change to made to cause this to happen. Thank you!
As for the other changes... welp, I really like a lot of them in their current form! Progressive jumping, wall jumping, laser jumping, speed increase, toss: all these are welcome.
Defense with 3 rockets is very hard compared to having a stock of 4. Not having that extra rocket pocket for 1v1 pole battles in elite is crippling. I like 3 rockets, but perhaps speed up recharge a little to balance it out?
Yeah, I'm not sure if the improved netcode is such an improvement. At first I dismissed a lot of what was going on to smaller hitboxes, but it really seems as if many shots are just not hitting as they did before and that you have to hit where they'll eventually be, not where the model IS. And that is going back to the old days of modems and FPS games indeed. Really shouldn't work like this in this day and age.
About the 3 rockets thing. Maybe reload-time should decrease as defenders go down. So you have reload time of X-(Z/Y) where Z is whatever variable that is set & Y is number of defenders left? That would be one way to compensate for 1 defender vs 3hp attacker with 3 rockets implemented.
Personally I like most of the changes, but am still gonna ask for a reduced reload-time of railgun when doing railjumps. Otherwise railjumps is simply gonna end up being something that is done to reach places, not something that can be used as a surprise attack (for instance, getting high in the air to spot a defender that thinks he's hiding well) or in general for moving around the map while attacking.
Re: Official Exp v1.3 feedback
Posted: 29 Sep 2012, 19:22
by v3rdi
the servers with 1.3c are fcking lagging ... fix that ASAP!
Re: Official Exp v1.3 feedback
Posted: 30 Sep 2012, 12:15
by Zell
sadzealot wrote:Yeah, I'm not sure if the improved netcode is such an improvement. At first I dismissed a lot of what was going on to smaller hitboxes, but it really seems as if many shots are just not hitting as they did before and that you have to hit where they'll eventually be, not where the model IS.
I was a supporter of Nadeo's netcode, until this latest update. I too have noticed that I can barely hit anything anymore since the last update... It's reminding me of Quake Live and rail gun. I can't hit people with better ping than me it seems
So please Nadeo, put it the way it was. People are complaining more now anyways...
Re: Official Exp v1.3 feedback
Posted: 30 Sep 2012, 12:30
by Hylis
we have not changed anything in the netcode on the last update. If there are introduced bug, we will look at it on Monday. But on the performance part, there could be issues, since we added additional logs to the server (they are gathered to the master server for us to check) Host can inactivate them to potentially avoid lag spike. If they persist, unfortunately, we will not have logs to help.
Re: Official Exp v1.3 feedback
Posted: 30 Sep 2012, 13:20
by HaagseSmurf
Unfortunately its not only the logversion that gives problems, the nologversion of 1.3b and 1.3c gives problems when there are more then 2 players visiting the server. The CPU usage with 2 players is between 5% and 80%, but mostly the server has a low cpu usage. Mem-usage is 7.8%.
When a 3rd player visits the server the CPU-usage is maintaining at 87% which is probably causing the lag at most servers. Most tm-servers downgraded to 1.3a which has the best cpu-usage so far. Hopefully this will help finding a solution for it.
Greetz,
Re: Official Exp v1.3 feedback
Posted: 01 Oct 2012, 10:23
by v3rdi
since the last update its realy screwed up.. i mean you say there is no netcode change but yet it feels like it. my team and me we experienced things wich no one will belive but others experienced the same especialy in the last cup. we shoot THROUGH the oponents. now the hitbox is awesomely delayed behind the model. if you shoot arround 1 model size behind the oponent you hit him. its gotten worse than before. you realy should think bout reworking that modul!
Re: Official Exp v1.3 feedback
Posted: 01 Oct 2012, 22:09
by BradESG
The 3 rockets doesn't work really.
You can no longer really use the tactic of shooting at players feet to bounce them away from the pole as then you havn't got enough to fire it into them.
However the argument can be made that if your team hasn't knocked out some of his 3 lives before he gets to the pole then it is the teams fault and not down to 3 rockets.
2¢
Re: Official Exp v1.3 feedback
Posted: 16 Oct 2012, 05:09
by eyebo
I love laser jump and walljumps. I think they would make a great addition to deepen the gameplay of Time Attack mode.
I'm very impressed with what I've seen people do with these custom objects so far. These pillar objects especially can be used for so many different things. I'm impressed by the level of creativity I've seen in some Exp maps. Any time I play SM these days, I always play some Elite Exp.
Keep up the great work!
Re: Official Exp v1.3 feedback
Posted: 18 Oct 2012, 04:24
by sam1
I need to test this myself but can anyone confirm that with the new 'lasers destroy rockets' feature that defenders cannot use rockets as a meat shield of sorts?
Also what is the command to enable this feature on my server?
Re: Official Exp v1.3 feedback
Posted: 13 Nov 2012, 21:09
by ESLangeleyes
Does anybody know where we can get the exp maps?