Well if that is the case then there is a problem for us who relie on prone lean. Not something I will scream about though and willing to wait patiently until fixed. Still an amazing piece of work.
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ravens_hawk said:As for the hit boxes, yeah sometimes its hard to hit people, but I think at this point that has more to do with sight miss aligment and such. Although I have shot a team mate full of an enitre DE mag to the head only to see him survive with little to no effect. Maybe the head hit box is still a little messed up or more likely the helmet stops DE rounds, I dunno it was on SG-TDM at very close (ie point blank,) so perhaps it had more to do with weapon collision.
yurch said:... This mutator is in no way responsible for any sudden drop in accuracy or shot misses that look like they 'shoulda' hit ... Please don't fire bullets at the player's outline and mail us .bmp files of every inconsistancy. We know they are there...
revens_hawk said:[...]but it helps to know whats causing them as well.
Not so much lag as 'fairness'. Most players feel frustrated when missing when they think they should have hit. Combine this with the wildly varying playermodels (skinny saphire vs powerarmor gorge) and you can start to see why they kept the old system.shan said:Just one quick question, related to Logan's issue above. Is the netcode sufficient to support this type of mutator or is it possible that one of the reasons for the overbloated hit cylinder and the fact that it continues to propogate in the current UT2Kx games is that it is a buffer to help eliminate lag issues? Am I even making sense? Probably not. Feel free to slap me.
Well, I could have said I'm just too damned lazy.geogob said:I don't know what to say but that i'd be willing to do the effort...