We are currently beta testing a new RO 2 patch

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Father Ted

FNG / Fresh Meat
Oct 1, 2011
50
25
0
Whether it's real or not, something like sway making it less easy to shoot accurately whilst your weapon is unsupported would make the game-play more measured
 

Golf33

FNG / Fresh Meat
Nov 29, 2005
922
170
0
Not that I'm arguing about hit detection issues at close range, but how is it always the other guy seems immune and turns around to get the kill? How come the other guy never has that problem?
Happens to me all the time. My screen flashes dark and I hear my avatar speak one of the death lines ("he's killed me") or words to that effect. Sometimes I then hear the slow-death grunts and gasps. However I don't see the hit-location indicator come up, and my screen gradually lightens back up, and I keep going with no ill-effects whatsoever.

My theory is that the opponent sees himself shoot me and then I turn around and shoot him back before wandering off just fine. He has delivered what should have been a lethal torso hit (which is why the dying speech and screen flash get triggered) but for some reason the bleed-out just doesn't get triggered so I actually suffer no damage.

If this was fixed (and of course if you actually suffered more of a penalty for getting hit) then 'hit registration / detection' would be less of a problem.
 

Barleyman

FNG / Fresh Meat
Nov 5, 2011
103
28
0
Yeah. Only that does not work. I'm still stuck with only yoshiro server plus one additional US server after doing this AND doing steam cache validation. :(

I even removed and reinstalled HOS but still only got the two beta servers.. The problem just eventually went away so it seems it might be some kind of cache problem.
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,791
890
0
56
Newton, NJ
Well just on the test server I finally noticed this. I was doing that microstutter, not able to move at normal speed etc. Fired three pistol clips into a bot at around 10 meters and nothing, he wasn't even moving. I ran up and bashed him no problem though. Captured the objective and respawned because it was countdown. The stutter was gone and I didn't have the hit detection issue any more.

I wonder if they are somehow related.
 

=GG= Mr Moe

FNG / Fresh Meat
Mar 16, 2006
9,791
890
0
56
Newton, NJ
I should probably add that I am seeing my gpu utilized upwards of 85% (GT560 Ti). Much better than previously, but not sure if its permanent because there haven't been alot of players on the server and how they will affect it when the servers fill up.
 

>F|R< CoMuNisTa

FNG / Fresh Meat
Dec 31, 2006
223
47
0
Whether it's real or not, something like sway making it less easy to shoot accurately whilst your weapon is unsupported would make the game-play more measured

this

that kind of "IRL" talk is so nonsense. who ever first used this abbreviation should just... die :IS2:

what about allowing players to jump around while shooting or to mindlessly throw themselves into windows to evade? it's quite doable IRL, yet it ruins tactical gameplay - so does no sway

in my opinion IRL talk should only apply to historical stuff like class loadout and maps where real battles took place
 

plex

FNG / Fresh Meat
Jul 11, 2011
141
61
0
I've seen it with even 16 people. Stand a couple meters from a guys back who isn't moving. Pop, pop, pop....miss miss miss....then they turn around and slay you.

this.

this is my biggest concern at the moment :(

I played for 5 hours yesterday and almost always using a MP40, it seems like shots sometimes dont register unless you shoot one bullet at a time.

theres times where im running into a building and a guy is 2-3 feet away and i start spraying at him and NOTHING REGISTERS even though its at point blank and im aiming directly at him... sometimes even try to lead very slightly at close range and the bullets just dont register.

Other times it works just fine and it registers when i spray.. its just inconsistent.

@TWI, maybe try setting bullet trajectory to a FIXED (FINAL variable) value that doesnt run through the calculations every time you shoot a bullet... this is what the cause of the problem might be.

So instead of each bullet having to make a ballistics calculation, have a SET trajectory at all times so it doesnt have to make calculations each time.. this is what may be causing bullets not to register, because its taking too much time for the server/client to calculate each bullet so fast?

Just a thought i had, hopefuly you can take a look at this, and i hope my input helps.

plex
 
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plex

FNG / Fresh Meat
Jul 11, 2011
141
61
0
I've seen it with even 16 people. Stand a couple meters from a guys back who isn't moving. Pop, pop, pop....miss miss miss....then they turn around and slay you.
this.

this is my biggest concern at the moment :(

I played for 5 hours yesterday and almost always using a MP40, it seems like shots sometimes dont register unless you shoot one bullet at a time.

theres times where im running into a building and a guy is 2-3 feet away and i start spraying at him and NOTHING REGISTERS even though its at point blank and im aiming directly at him... sometimes even try to lead very slightly at close range and the bullets just dont register.

Other times it works just fine and it registers when i spray.. its just inconsistent.

@TWI, maybe try setting bullet trajectory to a FIXED (FINAL variable) value that doesnt run through the calculations every time you shoot a bullet... this is what the cause of the problem might be.

So instead of each bullet having to make a ballistics calculation, have a SET trajectory at all times so it doesnt have to make calculations each time.. this is what may be causing bullets not to register, because its taking too much time for the server/client to calculate each bullet so fast?

Just a thought i had, hopefuly you can take a look at this, and i hope my input helps.

plex

Also wanted to add, when you guys are in the lab trying to replicate this.. try using a server that's 150 to 250 miles away from you. this is about how far i am from Chicago and i am having these bullet reg issues.

one more thing.. is it possible to measure the distance to the object that you are aiming at and completely omit the use of ballistics if it will not have an affect on bullet drop or anything in the first place?

FOR EXAMPLE: if i am aiming at a target that is merely 20 feet away, there is no need to calculate balistics, therefore it can be bypassed and allow for faster and better processing of other, more important information such as bullet reg.
HOWEVER: if i am aiming at a target 150+ feet away then a ballistics calculation may come in handy and would need to be calculated

TWI, maybe you guys can come up with something better than this even, just bring it up in your next meeting or something!

-plex
 
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Machete234

FNG / Fresh Meat
Nov 17, 2010
457
142
0
I agree on distances below 100m it should be just like in other games. (hitscan)
Then you would have no trouble to hit moving targets and this would make the bolts more powerful.

I mean I have to aim ahead on distances like 30-50m, how slow are the bullets in this game?
My ping is usually around 50ms.
 
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plex

FNG / Fresh Meat
Jul 11, 2011
141
61
0
I agree on distances below 100m it should be just like in other games.
Then you would have no trouble to hit moving targets.

I mean I have to aim ahead on distances like 30-50m, how slow are the bullets in this game?
My ping is usually around 50ms.

Yes that seems to be another problem all within itself.. bullets seem to travel very slowly.. that's why i was thinking it has something to do with the ballistics calculation taking so long and slowing the process down.. i would have to look at their code in order to know exactly the cause of the problem..

Should be like: (depending on language obviously)

public double bulletBallistics(double distanceToTarget, double gravity, double speed, double etc...)
{
if(distanceToTarget<=150)
{
<no calculation of ballistics>;
}
if(distanceToTarget>150)
{
trajectory=<calculation for ballistincs here>;
}
return bulletBallistics;
}

im sure its FAR MORE COMPLEX that that.. but im just trying to get to my point.
 
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Machete234

FNG / Fresh Meat
Nov 17, 2010
457
142
0
I tried it a little on a TWI server with a 180ping, its amazing how a high ping hardly changes the gameplay in this game.

Instead of aiming 1/3 of a second ahead you just aim 1/2 sec ahead and thats it. :D
 

Icey_Pain

FNG / Fresh Meat
Aug 8, 2011
706
304
0
You guys do realise that most of the hit detection problems this game has, happens in close range. Which by coincidence is also hitscan upto 50 meters.
Bullets can feel slow indeed, but I think it's latency related because it tends to be worse on laggy servers.
 

Machete234

FNG / Fresh Meat
Nov 17, 2010
457
142
0
I think there is a fixed delay no matter how good the ping is, the ping is then just added to that delay.
 

Keyser_Söze

FNG / Fresh Meat
Oct 27, 2008
159
109
0
- Reduced Elite Riflemen and Assault roles on all maps.

I hope this is part of a general redesign of the squad system, i.e. larger squads & less squad leaders or a change in weapons available to the squad leader. If you made the squads larger with more rifleman roles so that in total there are fewer squads in play that would reduce the amount of automatic weapons of all types and would please alot of people. To play on a 64 player server and see that each side has 4 x MG's and 5 x Squad Leaders is just as much of a problem as the number of assault or elite rifle class.
 
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Piscator

FNG / Fresh Meat
Jun 26, 2006
672
83
0
@ Yoshiro
Any ideas when and if this patch will go through? I could not test too much as your server seemed empty at least here during UK time.

I can't wait to play it with fewer Rambos!
 
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