The hit detection needs fixing. Seriously.

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  • DanneDA

    #16
    Re: The hit detection needs fixing. Seriously.

    Originally posted by unununium
    I hear that. Or they think your wingman beside you is a better target and do an instant about face, killing you both.

    There's one way to make it foolproof. The missiles would NEVER go after friendlies. Maybe then the missiles would actually go after the locked target.

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    • [FM]Master_Chief

      #17
      Re: The hit detection needs fixing. Seriously.

      Originally posted by unununium
      It's annoying with the TV missile how sometimes you can be within a quarter of an inch of the enemy chopper and miss, and other times be a couple feet away and blow them up. Confusing.
      OMG this is so true. Every time I think I'm right on target, my TV missile just goes through the other helo. Bet when I think that I'm way off I get a kill. It's crazy.

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      • newiq

        #18
        Re: The hit detection needs fixing. Seriously.

        Errr, I might be out on a limb here, but I'm going to speculate wildly.

        Has anyone tried playing on a server that isn't clogged? You know.. the clogometer.. green/red-bar-thingie on the left hand side that shows if a server is overloaded in the server browser? Because it seems that _everyone_ overestimates their server capacity and just lets in as many people as they can before people start complaining about warping. My best guess is that the server accuracy when it comes to counting fired rounds isn't all that great when the server has too much to do. It just doesn't give a damn about calculating some things. Could this possibly hold water?


        EDIT
        I mean, maybe it can respond in time, but reduces the accuracy due to server load.

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        • DanneDA

          #19
          Re: The hit detection needs fixing. Seriously.

          Originally posted by newiq
          Errr, I might be out on a limb here, but I'm going to speculate wildly.

          Has anyone tried playing on a server that isn't clogged? You know.. the clogometer.. green/red-bar-thingie on the left hand side that shows if a server is overloaded in the server browser? Because it seems that _everyone_ overestimates their server capacity and just lets in as many people as they can before people start complaining about warping. My best guess is that the server accuracy when it comes to counting fired rounds isn't all that great when the server has too much to do. It just doesn't give a damn about calculating some things. Could this possibly hold water?


          Possibly. I encounter these problem quite often and that is on full 64 player servers. These servers are among the most popular servers in Sweden. When there are only like 30 people in the servers the hit detection isn't as bad, but it's still not good. Whatever server optimizations 1.22 did, it effected the hit detections negativly.

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          • Blades

            #20
            Re: The hit detection needs fixing. Seriously.

            Originally posted by metallicaguitrst
            you're another one... use your damn cannon and it will be dead in under 4 seconds. The BEST scenario would be if you are headed straight at the cockpit. Just aim for the cockpit, and I promise you, it will blow up faster than the missles blow it up.
            Well actually, while I do agree with you on the cannon, if you are coming up on a chopper from behind or from the front, then missles will work 100%. Flares wont do **** unless you are like 400 feet away.

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            • tlniec

              #21
              Re: The hit detection needs fixing. Seriously.

              Yesterday, while playing as a SpecOps, I was lying prone in a field. I saw a tank coming toward me, RIGHT at me, so I panicked and chucked out 3 C4s. The tank continued to approach, and I detonated them (about 5-10 feet in front of me) killing the tank. I only took half damage. Crazy.

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