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Messages - Shooter`

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121
PropHunt Hell / Re: OP Weapons/ suggested weapon changes.
« on: December 04, 2012, 09:18:51 pm »
That's not how it works. The source engine is entirely server authoritative. The server keeps a history of game frames so that when a client attacks with a hitscan weapon, the server will rewind to the frame that they fired at, given their latency, and figure out if the attack hit and how much damage it did. It's this rewind action that people are actually complaining about.

Given that, there's nothing that can be done about it. Latency is a fact of life.

Ah, I believe I should have said hit detection, not damage is determined by the client's perspective, in that case. Is there anything besides a semantic difference between saying hit detection is determined by the client's perspective and that the server rewinds the game frames?

Either way, sucks that it can't be fixed. I don't think any of those weapons themselves are OP, it's just extremely frustrating to be killed by something that, to the best of your abilities, you dodged.

122
PropHunt Hell / Re: Suggested Propmenu Props
« on: December 04, 2012, 07:54:45 pm »
I suppose this is a decent place to post this.

Suggestion:
a) Remove "easy" prop menu props (bucket, CP, pile of hay, paint can, TV, etv. Would be map dependent.)
b)  Don't allow donors to switch to a smaller prop than the one they got. Could be tough to code.
c) Remove stats from the servers.
Only one is necessary. I prefer the third.


Reason:

Donators shouldn't be given perks that give them an advantage over other players in a semi-competitive server.


Taken from: http://forums.saxtonhell.com/index.php?topic=397.0

It's pretty obvious that the prop hunt server is at least semi-competitive. It's hooked up to a leaderboard, there's quite a bit of stat spam, and a good deal of the regulars obviously care about their stats. At one point, the leaderboard was used as justification to make changes/avoid making changes to the config.

123
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: December 04, 2012, 07:37:01 pm »
Added ph_tundra_b5 to the rotation, and increased the round timer on ph_medieval_a3 to 6 minutes.

The Tundra config has a type of tree as a prop that isn't snow covered and doesn't appear anywhere on the map. The bushes in the config are colored differently from the ones on the map and are difficult to hide. I know in the original config instead of trucks there are trains for props. The truck only appears in one place on the map and in my opinion the train prop blends in with the map better than the truck.

124
PropHunt Hell / Re: OP Weapons/ suggested weapon changes.
« on: December 04, 2012, 07:20:07 pm »
Is this what you mean? http://forums.saxtonhell.com/index.php?topic=163.0


No, this (http://wiki.teamfortress.com/wiki/Hitscan) and this (http://wiki.teamfortress.com/wiki/Lag_compensation).

Hitscan weapon damage is dealt client side rather than server side so it depends completely on that the attacking player sees rather than where players actually are in the game. This is what people are actually complaining about when they complain about the various pyro/heavy/soldier/engie/etx shotguns. The shotgun cannot be dodged in any meaningful way because dodges are usually quick movements that will not have registered on the attacker's computer by the time they take the shot. It's also why I complain so much about getting axed. Short of a perfectly timed (~50-80 ms window, can go higher depending on the attacker's ping) jump over their head, you're dead in one hit. Dodging hitscan weapons depends on the attacker being bad at aiming rather than you being good at dodging, and when one team can't shoot back, takes a good deal of fun out of the game.

Lag compensation increases the leeway you have when using hitscan weapons to make shots. It's partially why laggy players stutter rather than just playing X milliseconds in the past - the game's trying to give them the real-time game footage but their connection can't process the information fast enough to display it. It's also the cause of long range melee hits - I'm not sure if you were there but I was playing with Luve the other day and she hit me with a rake a full half second after I turned a corner on both of our screens. It's an extreme example, but I'm sure you've seen it at work. Those articles above explain it better than I can.

Hitscan and lag-compensation are both designed to help with hit registration for laggy players at the expense of a little frustration on the part of players with good ping. When they implemented this, there were no weapons that could kill anyone in one hit save for the spy knife and sniper rifle. Now, there are.

125
PropHunt Hell / Re: OP Weapons/ suggested weapon changes.
« on: December 03, 2012, 05:32:32 pm »
Suggestion: Either limit the sticky jumper to one sticky out at a time (still allows air pogo) or tell people that "Hey, if there's a demoman flying at your face, you should probably stop sitting in spawn and start running away." On nearly every map that's not indoors, a demo can 2-sticky right to the red spawn and pick up kills on a good portion of the red team before any pyros, and in some situations, even soldiers, can get there. I don't think it's a fault with the sticky jumper so much as a fault that new players all love to hide right in red spawn and don't know to run from anything besides pyros, but until there's some form of tutorial - I'm not even sure how this would be implemented, if at all - it's the only fix I can think of.

Also, I'm not sure if this is even possible, but is there a way to (easily) un lag-compensate weapons that kill in one hit? I've got no problem with being hit by an axetinguisher or something similar but when it appears that they missed by 15-20 feet to everyone but the guy with the weapon, it becomes a little bit frustrating. List of weapons like this: axetinguisher, postal pummeler, market gardener, ullapool caber (this one's especially frustrating because there's no prerequisite to hitting you with it like the others), and any demoman melee weapon during a charge n' targe or splendid screen charge.

126
General Discussion / Re: You guys have any random suggestions?
« on: December 03, 2012, 03:25:56 pm »
The map gets an eerie red glow and we here a Geiger counter reading radiation through the rest of the map.

Oh, I don't instantly win? Lame.

I guess nuking every 3rd map or so would be OP.

127
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: December 03, 2012, 01:53:43 pm »
Agree 100%

Agree 100%

Don't know enough about the map.

It's one of the maps I've rarely seen (if ever) off of SourceOP, and I know you don't go there much; it's the wide open snowy one with the two story building on the CP and the snowman that kills you. Lots of trees and a few random shacks. And a frozen lake with a train.

128
PropHunt Hell / Re: Prophunt Admins
« on: December 03, 2012, 01:52:17 pm »
Also the noobs tend to think everybody is ghosting when a lot of people just know the props and maps well. I look at my peripheral a lot so I spot props that aren't even in my general direction of travel.


I'm fairly surprised the admins don't have to deal with a lot of complaints of "NO REALLY GUYS X PLAYER IS HACKING!!!". We get it often enough in game chat.

129
General Discussion / Re: You guys have any random suggestions?
« on: December 02, 2012, 05:13:19 pm »
25 kill streak in Prophunt = nuke.

Just seconding this suggestion. ;)

130
PropHunt Hell / Re: Map Rotation / Map Suggestions
« on: December 02, 2012, 02:24:43 pm »
Suggestion: Remove cyberpunk.

All of the props are either really small relative to the size of the map (TV, small chair, water cooler) or really big (large lamp post, strider, telephone pole). Some of the props aren't aligned correctly with the player model so that if you stand in a corner of a building your prop appears outside of the building. Standing with the large lamp post in the music room comes to mind; you can't see the telephone pole at all when you're standing in the same room as the prop. Also, it's disproportionately easy for the props to hide - there's at least 10 spots I've never been found in despite playing roughly 100 hours of the map with people better than myself.

Suggestion: Remove ph_medieval or increase the time drastically. I prefer the latter.

It's a fairly well designed map but it's huge and full of secrets (e.g. fake walls) and even a full team of 15 struggles to cover half the map in the allotted time. Suggested round time: 5:30 + the 30-second setup, 6 minutes total per round.


Suggestion: Add ph_tundra.

Pros: Well designed map, balanced props, has a snowman that kills you (:D), and NO SECRETS. Oh, yeah, there's sone fairly neat spots too. :)

Cons: Yet another map that demos can 2-sticky right to red spawn and wipe out half the red team, because, let's be honest here, why would anyone ever hide anywhere other than red spawn? [/s]

131
PropHunt Hell / Re: Prophunt Admins
« on: November 30, 2012, 07:14:40 pm »
Am I one of the few that doesn't see this apparent overwhelming amount of ghosting?

I don't either. Ghosting over the mic/game chat is almost nonexistent and ghosting through steam friends chat is even less. Also, most people who can aim don't ghost so it's usually not a problem outrunning the groups of friends who decide to.

132
Jump Hell / Re: What would you like to see in Jump Hell?
« on: October 22, 2012, 09:26:21 pm »
Lunacy, the pyro can jump using the detonator. Does the VSH flare gun give him more distance? Quite a few of the jumps are about more than distance and the slow reload would have a tough time accounting for that.

Personally, I'd like to see a permanent save system similar to how Jump iT's works where it saves your progress between maps. What's the point of me working on jump X on map Y if it takes me more than half the map to get there? This mostly applies to maps with lots of jumps like Littleman and Cheval.

133
PropHunt Hell / Re: OP Weapons/ suggested weapon changes.
« on: October 21, 2012, 02:38:03 pm »
I can guarantee you there's a small set of people that feel the same way about your favorite game type that we do about prop hunt. Everything is serious business to some people.

134
PropHunt Hell / Re: OP Weapons/ suggested weapon changes.
« on: October 16, 2012, 12:58:20 am »
That's the argument I've always used for not wanting to change the configs. I don't believe it's right to wildly differentiate between other ranked servers.

However, with certain things like reducing the RS's damage a little, I felt that that had to be done in order to make the game less of a ragefest, and I don't believe the damage reduction will contribute to that large of a skew in the stats.


It's not just the configs, the three servers have a few fundamentally different settings. Our server has propmenu enabled for anyone who's donated in the past month while GM has it only enabled for "clan members", and as far as I know FFN has it only enabled for admins. On PH hell and FFN you can nominate and vote for maps (30 minute time limit) while on GM you can only vote - no nominations; the maps are also limited to 20 minutes. these small things might not seem like much but someone who has donated can attempt to run our server through a circuit of small "point-farming" maps while giving themselves the best props - a combination of advantages that you cannot get on either of the other two servers. The only other differences that I could think of is PH hell attempts to block players from joining spectator while GM doesn't and GM limits red dead, spectator, and blue dead chat from being seen to living players on the other team.

The minigun damage decrease might seem like a large change but in effect it wouldn't be - heavy is limited to two hunters at a time and often times one of them is playing a "troll" loadout such as taunt heavy or holiday punch. However, the current damage that one competent (read: not brain-dead) heavy can do while sitting on the control point or one good (read: knows how to find props even if they can't do much else) heavy can do roaming limits your options of survival to "don't be near the heavy," which is not always something you can do. Even at 50% damage dropoff range a heavy with average to above-average tracking can kill a scout in roughly a second which isn't much especially after you take into account the large amount of knockback that all heavy primaries do.

There are other differences - while Voided has been keeping the PH config updated with the updates, the new botkillers have not been blacklisted yet - and I think the old ones and AWPer hand haven't been either. Hell, I'm not even sure if the strange festives have been blocked yet - they weren't last time I went festive sniping over there. Another difference is that the speed boosts on a fully boosted heavy apply to his spun up speed as well as his normal walking speed (good on you for fixing that here :) ). While these changes have - arguably - had a bigger effect on the game than small changes, like a minigun, flare gun, or axetinguisher rebalance would, the configs are already different and I see no reason not to change them more if a significant portion of the community thinks it is a good idea - the only arguments I've heard from you are "we shouldn't change from GM" and "I have no problem dealing with these things so you shouldn't either," but we all know you're probably the best prop hunter there is, and if I might add: one of the best scouts I've had the pleasure of playing with.

Also, Voided, even although this is somewhat off topic for the OP weapons thread, would you consider making a trial admin for the prop hunt server (much like Pho on the jump server) so we don't always have to come crying to you every time there's one person ghosting or something?

Finally, if you must have the vanilla GM prop hunt experience, you could always go play a few round on GM, isn't that right, box?  ;)

135
PropHunt Hell / Re: OP Weapons/ suggested weapon changes.
« on: October 13, 2012, 05:55:57 pm »
Why is pyro shotgun limited to 2 shots but soldier, engy, and heavy shotgun isn't?

Also, if there a knockback value to mess around with? I think if the heavy's minigun had less knockback as well as somewhat lower damage it would be balanced.

Currently you have it set at 75% of max damage - this means the heavy's minigun (stock) maxes out at 510*0.75 = 382.5, or more than twice the max damage of the stock flamethrower - 158 DPS - even though max DPS is nearly impossible to get.  The minigun also has infinite range even though there is the steep damage drop off and bullet spread.

I'd suggest dropping the minugin damage to 30-35% and messing around with the knockback (if possible, but I think that changes automatically with the damage).

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