#Dgun hitbox (solved)

1 messages · Page 1 of 1 (latest)

unreal prism
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Moving this from #🔩|dev-main to here to avoid clutter.
@stable plover @fast mauve

It isn't the first shot that actually bothers me it's the 2nd and 3rd.

The trajectory on the first photo shows it may go over the head of the first pawn, but pawns 2 and 3 should probably be dead. At least from the point of view from the last screenshot, which was my current player view, the dgun just whiffed.

I will mark the start of the third screenshots w a ping

(more screenshots momentarily)

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Especially that one that is literally eating the barrel of the dgun, that should hit.

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You mentioned I should aim better, particularly at the ground - I clearly was not aiming at the sky, maybe the mountain messed up the shot by having it fire higher than it should've, but I purposefully aimed between the grunts to try and hit all three, because the dgun hitbox normally works like that.

Saying yourself "the bloom is very strong" bloom isn't turned on here, that's all the dgun's own effects - unless you are specifying it's effects in particular.

There isn't anything wrong with the hitboxes if you want them to be that insanely precise, but imo either the effect needs to be scaled back to represent the hitbox, or the dgun hitbox needs to be bigger.

fast mauve
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needed info
the models themselves are not hitboxes as they can be defined in a number of ways
the projectile for the dun can easily go over a ton of units normally this occurs with flash(blitz)
there is always some amount of bloom applied to the dgun projectile regardless

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the dgun projectile is roughly 4 elmos sphere

unreal prism
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I am aware that it can go over units, particularly blitz, I've heard about that happening.

This is an incredibly misleading effect. This pawn in particularly, like I said, is absolutely getting soaked by this blast, from many different angles.

You seem incredibly defensive about this, other people in dev-main mentioned it seems a bit sketchy and players I've shown it to also think it's a bit jank that this missed.

I like that there is height, physics, etc. I like that hitboxes are finely tuned. I like that I can miss here - but the fx is clearly showing these as hits, as well as the player angle, I don't really think it's unreasonable to raise some concern about this and talk to your other peers that mentioned it seems a bit off about possibly changing it instead of stonewalling me and others.

stable plover
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I'm not saying that's the case, but something to check

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cc @ember dragon @vast saffron

vast saffron
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There is 100% definitely an issue if the comupdate modoption is enabled (the "Commander Update option in the experimental tab), but if the option is off, this problem shouldn't be present

stable plover
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Ok, thank you for clarification

unreal prism
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I am pretty sure it was off on this game, it wasn't my lobby but I usually notice if these things are on.

I don't know if you can check that in the replay or not.

stable plover
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Yeah

vast saffron
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Yep, that's the one, and it's definitely off

ember dragon
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phew, didn't break anything

unreal prism
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So to clarify does that mean there is or is not a problem 😂

stable plover
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I really don't know then. Only way to be really sure is to draw the projectile volume and the hitboxes, looks from a certain angle and ascertain their intersection

ember dragon
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afaik drivver did and found everything to be OK

stable plover
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If you feel there is a bug, you should be able to reproduce it locally. do /cheat /give 10 armpw and reproduce the case

unreal prism
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Well it seems like Drivver did do this, there is a screenshot in the thread, I'm thinking that the effects here and the normal angle people play it make it feel a bit misleading when you miss shots like this.

fast mauve
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i dont see any changes in commits about any changes from me

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for the hitbox here

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if this was an issue it would of been known a long time ago\

stable plover
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I'll defer the analysis of the issue to the people that know better than me, just wanted to be sure this comupdate thing was looked at. Again, if you feel there's something wrong you can reproduce with the steps above

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If you're adamant there's an issue the better way to have visibility is to create a github issue

fast mauve
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i didnt see anything mechanically wrong

stable plover
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Cool, thank you

fast mauve
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the only thing possibly considering is to make the dgun projectile bigger than 4 elmos

unreal prism
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Not saying there is something mechanically wrong here I'm just trying to convey that to the average player the effect and not necessarily the hitbox makes these appear to be kills, the hit boxes didn't intersect which is totally cool - there is precision at work here. The animation/particle/fx/whatever you want to call it is touching the pawns, I think a bit too much for it to feel like it should miss.

I also think that the reticle for the dgun itself would probably intersect with the pawns, especially with how how everything is in motion. You lead your shot so that, presumably, as the pawns move they will walk into the dgun hitbox.

stable plover
unreal prism
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Other than it possibly going over these should all be kills - firing directly at my feet did kill them.

I am going to atg to try and recreate it there.

unreal prism
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On atg if I aim at the side of the mountain in pretty much the same configuration it goes over - for both shots.

Okay, different proposition then - afaik, there isn't an indicator whether or not something will actually be hit by the dgun other than this reticle.

Making those units flash or something would be good - as well as providing a better indication of height (Like maybe the higher it is aimed, the reticle changes from red-yellow, or a much more contrasting color like blue?)

That would help, at least for me, alleviate some of the gripes I have with how this turned out.

There is a bit of a skill issue on my end - but I think that it's a lot more intensive to be aiming at the base of the commander than it is to be aiming further away from him, since changes in firing path will be more drastic the closer you are to the center of the circle. I'd feel less mislead if there was more clear indication of whether or not a shot will go over it's target or not, those mountains robbed me of winning that engagement and possibly the game :P

stable plover
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If the dgun projectile is not a semi-infinite plane as the indication above would tell, but instead a cylinder it should draw a cylinder

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You can request a feature for that and discuss the pros and cons

vast saffron
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With the Commander Update enabled, DGun projectiles will now hug the ground once they've hit the ground, so units can't hide in a valley

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Not that this affects the DGun weapon type, so includes Behemoths

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But as mentioned earlier, the Commander Update breaks the projectile volume, so with it enabled a shot one molecule off will completely miss

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Giving the projectile a cylindrical volume downwards so it can't go over units' heads would be one way of dealing with this, but it would have... interesting... effects when targeting an aircraft

stable plover
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putting a straightjacket on to not engage in commander role/weapon discussions

unreal prism
stable plover
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tl;dr: everything is a mess, but people still derive fun from the current design/behavior, you can accept it for what it is and attempt to request a small quality of life improvement (like the indicator). Or you can engage in endless commander redesign discussions

vast saffron
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The Commander Update will be integrated as the core game after testing and working out the bugs

unreal prism
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Also @fast mauve ya'll are working hard, I apologize if I seemed very accusatory or aggro.

fast mauve
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all good
i only care about mechincal correctness btw
i dont touch graphics at al

unreal prism
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That is valid 🫡

Also let me rephrase that - I apologize for being accusatory and aggro because I was tbh.