[QUOTE=WaffleCopter;45647934]oh cmon the husk is already annoying as it is from range, it's really hard to deal with him imo when there's a massive crowd of zeds between you and him and you're too busy trying to avoid getting mauled by the crowded.[/QUOTE]
Husks are bustas, I've never had too much trouble with them
[QUOTE=Nemisis116;45648142]Husks are bustas, I've never had too much trouble with them[/QUOTE]
They can be a real trouble when you are only one left and running from a huge horde.
I main support so I guess yah can see where the annoyance is coming from
[QUOTE=SinineSiil;45648248]They can be a real trouble when you are only one left and running from a huge horde.[/QUOTE]
Those guys rarely hit me.
[QUOTE=Nemisis116;45648142]Husks are bustas, I've never had too much trouble with them[/QUOTE]
You will learn to hate them on open maps with no cover. I didn't even know that husks could set off explosives until I threw a single grenade once in kf_defence and instantly exploded because of a husk fireball.
I hope they make the sights not utter shit while moving.
Or better yet, make it so the sights are accurate in the first place so you don't have to guess where you REALLY should aim in relation to said sights.
[QUOTE=Shinnorin;45648969]I hope they make the sights not utter shit while moving.
Or better yet, make it so the sights are accurate in the first place so you don't have to guess where you REALLY should aim in relation to said sights.[/QUOTE]
can't you aim without sights?
I always thought aiming without iron sights in KF was easy. It's just dual wielding weapons that I hate because I can't tell what the fuck I am aiming at.
[QUOTE=Falkok15;45649152]I always thought aiming without iron sights in KF was easy. It's just dual wielding weapons that I hate because I can't tell what the fuck I am aiming at.[/QUOTE]
It is - hitboxes are super forgiving.... Except for Scrake's.
Theirs are super fucked up:
[IMG]http://puu.sh/aMDXr.jpg[/IMG][IMG]http://puu.sh/aMDRv.jpg[/IMG]
Big area around their head counts as their body, not even their head, but body. My crosshairs show how far the hitbox goes out. :pwn:
There are many moments where I could've sworn I aimed right at the head but my shot counted as bodyshot. It used to be even worse before some patches.
I cant wait to hear what Zynthetic's done for the soundtrack.
[QUOTE=SinineSiil;45649298]It is - hitboxes are super forgiving.... Except for Scrake's.
Theirs are super fucked up:
[IMG]http://puu.sh/aMDXr.jpg[/IMG][IMG]http://puu.sh/aMDRv.jpg[/IMG]
Big area around their head counts as their body, not even their head, but body. My crosshairs show how far the hitbox goes out. :pwn:
There are many moments where I could've sworn I aimed right at the head but my shot counted as bodyshot. It used to be even worse before some patches.[/QUOTE]
The one thing on my wishlist for KF2 is improved hitboxes. Hopefully it's a given with the new engine.
I always liked how clots were super easy to headshot though.
[QUOTE=SinineSiil;45649298]It is - hitboxes are super forgiving.... Except for Scrake's.
Theirs are super fucked up:
[IMG]http://puu.sh/aMDXr.jpg[/IMG][IMG]http://puu.sh/aMDRv.jpg[/IMG]
Big area around their head counts as their body, not even their head, but body. My crosshairs show how far the hitbox goes out. :pwn:
There are many moments where I could've sworn I aimed right at the head but my shot counted as bodyshot. It used to be even worse before some patches.[/QUOTE]
Wait, is this why sometimes they just walk off my crossbow bolts to the face?
[QUOTE=Minelayer;45649759]I always liked how clots were super easy to headshot though.[/QUOTE]
I love how easy it is to headshot clots and gorefasts, its like a MLG montage simulator in the early rounds, just spinning around with the pistols popping heads with no effort
I did a bit more testing and holy shit what I found out!
[IMG]http://puu.sh/aMJF8.jpg[/IMG]
That exact spot counts as head. Area below it until actual head model counts as body.
[editline]10th August 2014[/editline]
I wonder if there's a debug console command for UE2 that shows hitboxes.
[editline]10th August 2014[/editline]
Apparently there isn't a command like that, but I tried to visualize:
[IMG]http://puu.sh/aMKZv.jpg[/IMG]
Red is head, green is body. :v:
??? Was the scrake intended to be huge or something?
I'm more interested about why does it have second tiny stalker head.
There are a few maps that show head hitboxes, but there isn't one up there. Your game must be buggin' out man.
[QUOTE=usaokay;45634455]New survivor!
[t]http://cdn.bloody-disgusting.com/wp-content/uploads/2014/08/KF2_AUG2014_0053.jpg[/t][/QUOTE]
The only thing better than Killing floor is Killing floor with official 3rd person camera support.
PLEASE!
With all the worry about lights going out, I guess there will be a plenty of torched corpses to have at least something to keep rooms illuminated :v:
[QUOTE=Bragdras;45650530]The only thing better than Killing floor is Killing floor with official 3rd person camera support.
PLEASE![/QUOTE]
But there are no cross-airs so how would you aim?
[QUOTE=SinineSiil;45649949]I did a bit more testing and holy shit what I found out!
[IMG]http://puu.sh/aMJF8.jpg[/IMG]
That exact spot counts as head. Area below it until actual head model counts as body.
[editline]10th August 2014[/editline]
I wonder if there's a debug console command for UE2 that shows hitboxes.
[editline]10th August 2014[/editline]
Apparently there isn't a command like that, but I tried to visualize:
[IMG]http://puu.sh/aMKZv.jpg[/IMG]
Red is head, green is body. :v:[/QUOTE]
This has been broken forever. You're only just now finding this out? No offence of course, but I thought everyone knew this.
Surprised it hasn't been fixed yet.
[QUOTE=Dub!;45651386]This has been broken forever. You're only just now finding this out? No offence of course, but I thought everyone knew this.
Surprised it hasn't been fixed yet.[/QUOTE]
No-one knew about the second head hitbox. Apparently it works with almost every zed, but only when you use Xbow and they aren't moving at all.
[QUOTE=SinineSiil;45651407]No-one knew about the second head hitbox. Apparently it works with almost every zed, but only when you use Xbow and they aren't moving at all.[/QUOTE]
Huh. That I did not know.
[QUOTE=SinineSiil;45651407]No-one knew about the second head hitbox. Apparently it works with almost every zed, but only when you use Xbow and they aren't moving at all.[/QUOTE]
Did you make this test on a solo game? The results are quite different in between dedicated servers/solo games and people usually prefer to use dedicated servers, which would explain the odd results.
Maybe it only works with the Xbow because some people thought they had to compensate for bullet drop?
[QUOTE=OffTheRoad;45651512]Did you make this test on a solo game? The results are quite different in between dedicated servers/solo games and people usually prefer to use dedicated servers, which would explain the odd results.[/QUOTE]
Yeah, I and Jordax tested it in solo testmap. We managed to hit the second head hitbox consistently when Zeds were trapped and not moving, but when they moved it became impossible task. We could do bodyshots 30-40 cm above their heads while they were on the move though.
[editline]10th August 2014[/editline]
Only with Xbow.
[QUOTE=SinineSiil;45649949]I did a bit more testing and holy shit what I found out!
[IMG]http://puu.sh/aMJF8.jpg[/IMG]
That exact spot counts as head. Area below it until actual head model counts as body.
[editline]10th August 2014[/editline]
Apparently there isn't a command like that, but I tried to visualize:
[IMG]http://puu.sh/aMKZv.jpg[/IMG]
Red is head, green is body. :v:[/QUOTE]This is incorrect. Specimens have one head hitbox, and it's attached to their head. You can visually confirm this with Benjamin's [url=http://forums.tripwireinteractive.com/showthread.php?t=54022]specimen collision viewer mutator[/url]:
[URL=http://i.imgur.com/t4UPsju.jpg][IMG]http://i.imgur.com/t4UPsjum.jpg[/IMG][/URL]
The real discrepancy you need to compensate for in regards to head hitboxes occurs when playing on-line in dedicated servers. Due to lag and some quirks of the engine, a disconnect between the visual position of the head and the actual location of the head hitbox is not uncommon:
[media]http://www.youtube.com/watch?v=iIdVfQcVFn4[/media]
[QUOTE=Marphy Black;45651892]This is incorrect. Specimens have one head hitbox, and it's attached to their head. You can visually confirm this with Benjamin's [url=http://forums.tripwireinteractive.com/showthread.php?t=54022]specimen collision viewer mutator[/url]:
[URL=http://i.imgur.com/t4UPsju.jpg][IMG]http://i.imgur.com/t4UPsjum.jpg[/IMG][/URL]
The real discrepancy you need to compensate for in regards to head hitboxes occurs when playing on-line in dedicated servers. Due to lag and some quirks of the engine, a disconnect between the visual position of the head and the actual location of the head hitbox is not uncommon:
[media]http://www.youtube.com/watch?v=iIdVfQcVFn4[/media][/QUOTE]
But hasn't the Scrake headbox always been broken and slightly above his head?
Is it just me or is mic quality really really bad? It sounds like the adults in Peanuts whenever someone talks.
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