Explanation on trilaser...

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

Re: Explanation on trilaser...

Post by Xenome77 »

Nothing change that's the problem look at the video laser isn't accurate ... you hit like 60% of the hitbox at 40M ... sounds crazy :shock:

So much shots are missed because of this it's boring i can understand you'r position on pixel but railgun have to be rly more accurate than this.
Cuts
Posts: 38
Joined: 29 Sep 2014, 21:14

Re: Explanation on trilaser...

Post by Cuts »

asticoli wrote:Explanation why you "can't" hit further than "92m" or any other long distance (without zooming with the railpad) :

If you are too far, then obviously then ennemy will be smaller, and will be represented by a couple of pixels. Then if he moves a little (like 1m), this change will not be represented on your screen because when you are far, 1 pixel = 5m (these are not real values, only for the example). So, you can have your pointer on the ennemy (what you see), without him to be at this place for physical reasons.

Solution :

Get a bigger screen ? A better resolution ?
I'm pretty sure even with a mechanic as bad as tri-laser, that Nadeo did not code their game to work on "pixels" but on mathematically calculated firing vectors.

Location in memory of enemy player + firing vector of railgun / laser =/= what is displayed in pixels on your screen.

You fire your rail. The game calculates the point at which it is fired, and the angle in terms of X and Y. The game then matches up player hit boxes and anything else along that firing vector. Whilst this has to be represented on your screen as pixels (and you are correct that very small movements at very long distances are not accurately represented in pixels on your screen) the internal calculation relating to the firing vector of the rail gun / laser will work off "real" maths instead of the pixels representation on your screen.

Obviously, adjusting your movement ever so slightly will slightly alter the angle of the laser / rail vector if you accounted for the change in movement and focused on the same pixel as before you moved, whereas adjusting your mouse movement will "force" the game to adjust your aim by a minimum of 1 pixel.

The main issue for this seems to have been the hit box change with MP3 update: making the hit box narrower at the feet will have reduced the range at which you can touch the hit box with all 3 rail vectors, and thus had the unintended side effect of reducing the maximum range of the rail gun.

Unfortunately, the game has evolved a lot since early beta: walljumps, new rockets, much better designed maps, more strategy focus for elite, new hit boxes... However, one persistent mechanic has been the tri-laser / rail (I hate calling it a laser...) which despite the best efforts of many members of the community, has not changed.

The game has evolved, and in my opinion, the tri-laser should have evolved too... into a single dot.
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