Zarel wrote:The interaction between the netcode and the projectile code is what's causing the problem, to be specific.
that'd be the bit where the hit/miss info isnt being transmitted accurately?
Zarel wrote:Exactly. Projectiles are too fast to dodge in real life, so realism is a poor reason to able to dodge them in a game.
excluding artillary vs light mobile units.
which are capable of getting out of the way due to the long distance of travel & errors in target prediction.
Zarel wrote:It's still a problem. The unit owner's droid explodes when he thought he had dodged correctly; regardless of why that happens, it's still a bug.
so work on the transmition of damage in the netcode.
maybe add an extra bit of confirmation.
1)projectiles projected impact location, target + predicted damage sent on firing.
2)impact location, target location, movement & actual damage returned on impact.
3)confirm.
Zarel wrote:How's about we just, I dunno, revert to dice rolling for hits, instead of our current buggy collision detection?
split yer lungs with blood and thunder
how about fixing the collision detection?
dice roling for hits was one of the biggest pit-falls for warzone gameplay its a viciously outdated way of doing anything outside of a turn based game.
in rts its called sabotage.
Zarel wrote:Why? As I said, if I wanted realism, I'd go outside.
im glad you are lucky enough have an army of tanks & cyborgs outside to play with & order about, but for the rest of us computer games are the release for our urges to lead huge armies or viciously dismember enemies.
Being able to know my chances of hitting someone is always better than it depending on how lucky they were in changing direction after I fire.
i would rather have the realism of knowing i can use fast mobile units as part of a strategy rather then them get hit on the move, by mortar or howitzer fire that landed half a screen behind said unit.
as i just want to turn the game off when i see that happen, rather then having my choices in units & tactics limited by obsolete game mechanics.
its not a bit of wonder that every one depends solely on a swarm of the heaviest units they can build in those situations, because the faster lighter units that could be used for blitz/gurilla tactics get hit even if they evade.
i want realism in my games, thats why i play rts, if i wanted dice rolling to decide the success of my action, id play risk