Day of Defeat: Source tomorrow

Discussion in 'PC Gaming' started by ZoinKs!, Sep 25, 2005.

  1. ANova

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    You can never please everyone.
     
  2. Rur0ni

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    As expected. It's a 'mod'. Yet a mod thats only $20. Beats the pants off anything out there WWII wise. Looks fantastic, and plays great for people who arent nubcakes. 4 maps is plenty for now, not as if we werent gonna be getting a few more in the coming months. And judging by the skill of the pubbers, they need all the time they can get to learn the 4 maps.
     
  3. D3v0ur3r

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    #1. That's simply not true. You can check this yourself simply but starting your own server & only allowing yourself. Use any machinegun or even handgun. Stand about 15/20 feet (or more if you like) from any wall & shoot it. Its painfully obvious that the bullets pretty much never land where the crosshair is (all on the outside of the crosshair unless you use a giant console game like crosshair)..... If anything you have to aim worse (off your target) to get the bullets to hit a target when it comes to Machineguns & Handguns. & before you go trying to educate someone. Yes I tried single shot & bursts. Rifles when not looking down the iron sights are pretty pathetic as well but at least they are pretty much dead on when looking down the sights. & Scopes, well they are dead on as well. Like I said. Rifles pretty much dominate. Handguns are a little more accurate then the machineguns.

    #2. Servers are laggy because many people don't have a clue as to how to run a server with the amount of upload they have. I was in a server on the release date where we all froze for a few seconds. I said. Lag? & someone replied with. "Sorry server alt tabbed to desktop" I was like farking unreal! This guys running the server on the machine he's playing on.
     
  4. BlueTsunami

    BlueTsunami I laugh at you! HA HA HA!
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    Well thats the nature of the guns though. Some people like to get it as authentic as possible. But i've seen exagerations. It should pretty much be (Accuracy wise) Rifles<Handguns<Machineguns

    One is because of the Burst and second Rifles are made with precisions in mind where Machineguns (on the opposite spectrum) should spray bullets. With machineguns you also have to take in account recoil.

    Thats fricken funny. I understand in a LAN environment, to Host with the machine your playign on. But on the general net...thats just rediculous. I like Battlefields 2 way of hosting out servers for use.
     
  5. D3v0ur3r

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    I normally understand the attempt at weapon realism but its pretty horrid in this case with the hand guns & machine guns. Its like the player can barely lift the weapon & is firing it with noodle arms. I am looking into making a fraps vid to show just how awefull it really is.

    I like the game & the more I play it, obviously the better I am getting but personally I can't see myself playing it to long when I have to literally aim worse to hit a target unless I am hugging the enemy. COD2's use of the Thompson & its accuracy were pretty good I thought.
     
  6. BlueTsunami

    BlueTsunami I laugh at you! HA HA HA!
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    I've never played Counter Strike: Source (probably will soon though). But I heard that that game also has horrid aim. The attempt at ultra realism does get annoying though and to be honest...alot of the crazy spraying of bullets is just not real. Alot of the current gun technology is very precise and theres techniques being used to lower recoil (Less Recoil=Beter Aim). What I hate though, is when a game like to manipulate bullet deviation (In sniper rifles). A horrendous affect that is believed to be used in Battlefield 2..although there is a theory that the physics of the game affects to the bullet (creating bullet drop).
     
  7. D3v0ur3r

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    I played some CS:S & from what I remember the accuracy was far better. At any rate. I think I am more or less just killing time till Q4 comes out. But for the record. Swat4 has great accuracy vs. recoil.
     
  8. Quitch

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    CSS guns are far more accurate than the CS 1.6 versions. People complain, but they don't seem to realise that the ranges being dealt with are nothing compared to what these guns can really do.
     
  9. ANova

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    The problem in CSS is that spraying leads to a headshot 90 percent of the time. You could fire 30 rounds and only have one of them hit, that one hit will be a headshot guaranteed. It's as if your head is a magnet.

    The other problem regards hitboxes that do not stay on the model. This often leads to hits that weren't actually anywhere near the target.
     
    #29 ANova, Sep 28, 2005
    Last edited by a moderator: Sep 28, 2005
  10. D3v0ur3r

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    I noticed this yesterday while spectating on my DoD server. Looks like its still not fixed which will be another reason I won't play it long.
     
  11. Quitch

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    You need to do some more reading on Source networking. Yes, the hitbox isn't on the model and it's entirely intentional, and once you've read up you'll know why. Aim at the model, the model and nothing but the model. Don't lead the target, don't drop behind the target, aim at the model.

    There's a lot of s*** circulating regarding the Source netcode. It's what happens when you have a game where aiming is 50% out of your hands, people blame everything except the obvious... blind feckin' luck. The net code is fine, if people want predictable hits then they're playing the wrong games.

    As I've always said, a pro knows when to spray and when to pray ;) Nothing wrong with spraying, and yes, there's more HSs in CSS than 1.6, in no small part to the 1.6 guns having little to do with your crosshair :)
     
  12. ANova

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    I know exactly how the netcode works. If you watch people play you'll often see them firing behind the player and getting hits. The lag compensation is even more ridiculous.

    That is the problem, it is based primarily on luck rather then skill because of what I mentioned above. People spray randomly at someone and somehow manage to hit them even though their crosshair wasn't anywhere near the model. The random headshots just make the matter that much worse. To top it off, sometimes you can be firing directly at someone and not get any hits. Where's the sanity in that?

    I've been playing off and on for five years, I know a thing or two about aiming and spraying. Despite this, the game often doesn't register my shots and/or someone gets a one hit headshot on me. It's infuriating and turns me off of the game the more I play.
     
  13. D3v0ur3r

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  14. Negativity

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  15. ANova

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  16. Quitch

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    Uh, wrong.

    You're not seeing what they're seeing, you're seeing what YOUR client is seeing. Your client is not going to see exactly what their client sees, the net isn't fast enough. Yes, I've seen this too, but try and actually do it, it really REALLY doesn't work.
     
  17. Ty

    Ty Roberta E. Lee
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    This is because of the lag, not because the player is aiming behind what HE sees.

    People spec me and have said I shoot behind people. That's not what I see.
     
  18. D3v0ur3r

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    I can understand how that might be a decent reason. However it seems most of the videos you see are not from spectator view. I did witness several shots behind models while spectating my DOD:S server. Personally I have never questioned hitboxes (that I can honestly recal except for BF2 just within the past few months) while spectating or playing any Quake, UT, or many other FPS games.

    This one I have a very hard time accepting. I've never noticed "the net" not being fast enough (accept many years ago when on 56k) with most other FPS games like UT & Quake games as well as many others. Its possible to send multiple megs of data over the net (can personally get 6 megs down) but yet I am to believe "the net" isn't fast enough for me to see exactly what a player is seeing when I am spectating. mmmmmmmmm-k

    & as far as that DOD Vid Negativity linked to (only watched the DOD vid). Almost every shot the target is running at or away from the shooter. Thus the hitbox would be mostly in line with the model. Personally I don't really care either if the Source engine has a flaw with hitboxes or not. I don't play any of the Source mp games on a regular basis & I won't be playing DoD long either. I know for a fact that HL2-DM at 1 time had an issue with hitboxes/bounding box as it was in a fix update. If the Source Engine has had an issue with hitboxes 1 time it certainly is possible that it can have issues to this day. I found out about the CS:S hitbox vid after finding out about the hitbox issues BF2 has & thought it might be a good example of what might be the problem with BF'2s hitboxes. But I gave up caring about BF2 getting fixed.
     
    #38 D3v0ur3r, Sep 29, 2005
    Last edited by a moderator: Sep 29, 2005
  19. Ragemare

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    If you get somone to record a demo of themselves playing then you will see that there not shooting behind the target. Although I have got headshots from an awp when my aim was no where near the player, it generally doesn't happen if the server tick rate is at 100 and so are peoples rates.

    Generally whether or not you get a kill comes down to 70% skill, 29% tactics and 1% luck in a good server. If it didn't then people wouldn't be able to consistantly get scores of 20-1 in the first few rounds on a large server with maxed out rates.

    It's easy to blame it on reg when you loose, but really you didn't control your fire or just plain missed. CSS & CS allow for a huge range in player abuility, which is why they are the most competitive computer games.
     
  20. Rur0ni

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    Yeah. CS:S, as well as DoD:S requires skill. You wouldn't have only a few people owning up the servers if it was "so much" luck as people claim.
     
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