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> Infight & Shooting Improvements ?, HitTarget,BulletTiming
Memme
post Aug 3 2007, 11:21 AM
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Hello everyone,

first of all, thx for that nice mod !
There are only 2 facts which make this mod lame in some way. First one and most important, the infight. U clearly hit someone with the bionett or a sword but it doesn't bring any damage.. same is when u shoot at someone who is too close.. the bullet simply flies through him without making any damage (additional to this it needs too much time between firing the gun and the bullet leaving the weapon).

Perhaps it should be easier to hurt someone in infight, with a bit less damage (then killing him directly ?).

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jackx
post Aug 3 2007, 12:21 PM
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Hello and welcome. smile.gif

Melee is a bit problematic, but ultimately, it's the netcode, and nothing we can really fix. Make sure your rates are set up correctly, make sure you line the center of your xhair up with the target as much as possible (i.e. try not to aim near the edges of an enemy model) and you should hit fairly reliably. 1.1b will bring a bit of an improvement to this, but unless we're all playing with constant 100 fps on a LAN and can therefore turn interpolation off completely, what you see simply has a chance not to be what is relevant for serverside decisions (i.e. hit/miss)

As for firearms - well, they're flintlocks. There simply is a considerable delay between pulling the trigger and the ball leaving the barrel. However, bg2 doesn't even model this - what you're experiencing is the fact that the bullets are actual serverside entities that therefore don't have lag compensation, meaning you have to lead your target not just to compensate for the time the bullet takes to reach it once out of the barrel, but also for the time that it takes for you firing to be noticed by the server.
This does indeed make shooting in CQB a relatively tricky, and unsafe (with FF) affair - it's often better to attack the enemy with cold steel.


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all false belief
blinded by morality
there shall be... no peace
no peace!

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Nathan Hale
post Aug 3 2007, 03:16 PM
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For point blank shooting- don't run or walk and just blast at him. You really have to set up and take your shot by trying to predict which way he's going. Get him to walk INTO your sights and pull the trigger when ready. If he's too close to do that, then just get as close as you can and blast him- hope you hit him. After that use your bayonet, it may actually be more reliable at VERY close ranges.


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hairypotter
post Aug 4 2007, 05:15 PM
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I like what JackX said better. Besides, point blanking is for noobs! XD


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fa⋅ce⋅tious  [fuh-see-shuhs] –adjective
1. not meant to be taken seriously or literally: a facetious remark.
2. amusing; humorous.
3. lacking serious intent; concerned with something nonessential, amusing, or frivolous: a BG2 developer.


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jackx
post Aug 5 2007, 01:50 AM
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It's fairly ineffective - not just because it is actually quite unreliable, but also because evne if you do kill your target, you now have to slow yourself down and become vulnerable for 7.5 seconds, or actually die, to get another shot, whereas if you fought in melee and won, you could move on at full speed, and with a loaded gun, enabling you to push the enemy team back further, and faster.
It's perfectly possible to win a map while dying a lot more than the players on the losing team, because while they are killing you, they spend the time they should spend advancing and capturing flags reloading, and therefore can't capitalize on having taken out most of your team.

(if anyone remembers the G.o.W.+ ringers vs eAR scrim on bg_snowlake in 1.2.1, that's a perfect example of that. The eAR guys had about twice as many kills as anyone on the other team, but still lost by a huge difference in flag points.)

All this said, I won't hold it against a player of whom I know that he has only a low chance of defeating his opponent in melee if he indeed guns him down at close range. While suboptimal, as pointed out above, it's still more effective than getting stabbed in the head instantly and allowing the enemy to advance further. The tricky bit about this is that without the name display, you need a fairly high level of situational awareness to make sure you actually shoot a good player, and not just someone who you could've dispatched easily in melee.

If youi attempt to shoot someone at extremely close range, just remember to do it in a calm and rational manner. Let them get close but don't aim at them while they close in. Then, when they're where you want them (preferably trying to close the remaining distance with a straight dash at you), quickly line up your shot and fire. Dodging bullets is virtually impossible, particularly at close range. Predicting when someone will fire at you and moving out from under their xhair just before they do is easy, particularly if you can see them aiming at you. If you're at full health, you can also easily turn to the side, to make sure you are most likely to get hit in the arm or leg and therefore survive.

Conversely, for an attacker, this means that unless you see someone aiming at you and about to fire, you can get away with closing with your target in an (almost) straight line. Such a swift advance not only gives them less time to shoot you (and you can still skip to the side when you see them line up their shot and avoid getting hit/killed), but many, particularly in pub play, will pretty much panic and be scared into firing
to soon, and with improper aim. If you're really lucky, they'll turn and run from you, at which point you just keep chasing them and exploit the fact that they're basically blocking their teammates from shooting you as much as possible.

Enough instructional ranting for now... but who knows, maybe I'll find the time to do something like the Field Manual again for bg2...


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no truth - no justice
all false belief
blinded by morality
there shall be... no peace
no peace!

-------



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Nathan Hale
post Aug 5 2007, 10:50 AM
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Point blanking is indeed a last ditch effort for when you really don't want to melee with someone on equal terms. If you're talented with melee, then by all means don't bother with it. There are some players who melee better than others though. If you're someone who wants to avoid a melee in a certain situation, then I think the point blank shooting can be helpful in that it gives you one last chance to avoid the confrontation, or at least wound the enemy.

The best example for this is for a frontiersman who gets charged- you take your snap shot and pull back (unless you are stuck and have to knife it out). If you wound him, you might just be able to take him with the knife if you have to. If you can run, take your snap shot and haul it back behind friendly infantry. There are plenty of melee whores who'll berate you for "PBing" them, but then you've only got a knife left (or really aren't comfortable or advantaged in the melee)- after the point blank shot the only good opponent is a dead one.

And of course if you're dead cornered then you do it too. Why "save" the shot when it'll do you no good if you're dead. Sometimes you don't get the help from the team that you need (anyone who has ever try to cap a tough point in a pub knows that sometimes you charge it and everyone else goes and hides somewhere). Hell sometimes it's just "blaze of glory" in a pub.

Regardless of all this- a good melee player or a good pointblank effort is no match for organized teams. For new players- don't expect to survive an organized attack alone no matter how much PB or melee you are good with.

This post has been edited by Nathan Hale: Aug 5 2007, 10:58 AM


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MassacrMan
post Aug 5 2007, 11:53 AM
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All you need is the HP mod.
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hairypotter
post Aug 5 2007, 12:43 PM
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BLASPHEMY LAWL!


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fa⋅ce⋅tious  [fuh-see-shuhs] –adjective
1. not meant to be taken seriously or literally: a facetious remark.
2. amusing; humorous.
3. lacking serious intent; concerned with something nonessential, amusing, or frivolous: a BG2 developer.


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