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I am NOT asking comparison video, just record a video to show so-called "bad hitreg".
But with my own experience on Public Campaign Game so far (and yes, I got ping around 70~90) I can tell you hitreg is pretty much the same
2) you're confusing hitreg with weapon accuracy, non of the pistols are 100% accurate and its intended, headshotting with pistols at medium range is not reliable unless you crouch, same with firing deagle while moving. Like jeez, are you gonna say that snipers have bad hitreg, but it suddenly becomes good once you grab lasers? All hitscan weapons are coded the same way. You're either delusional, or havent played the game recently pre-update and got rusty.
I've been playing the game every other day before and after the update, coop expert realism (lots of headshots), and I can assure you the hitscan weapons are working the same and so do the mellees.
The only thing that felt different are the l4d1 zombie models(and even then, I think some of their animations just mess with my muscle memory, and it has nothing to do with the hitboxes)
Nothing is changed about the hitreg. You can boot a previous version of the game using the tool speedrunners use and test it for yourself.
I'll make sure to do that next time it happens. Only mods I'm running are a vocalizer, some weapon skins, tho the skins in question aren't on melee's but only on actual guns and a different tank theme. In my post and in all of my replies, where exactly do you see that I'm blaming the hit detection on the TLS team? I'm not blaming them for anything, get your head out of your a$$.
The hit detection wasn't this atrocious when the update first launched, but probably worsened by an update in the past month or two when I haven't played the game. Did Valve issue and update or did they, idk, I'm not pointing fingers here.
My bad, because I saw someone else saying update cause the issue on this thread (Just look it up).
Anyway, with the video, someone with the proper knowledge can point out what's going on, text description often tend to be vague.
You don't even need the animation to register the hit. Melee was very poorly implemented that it didn't account for users switching to another weapon. The only thing I think the update team did in regards to melee botching was their own design with Pitchfork and the major nerf of the knife. Pitchfork can't hit anything from one feet away without having a failure rate that is unacceptable or the knife that now acts like a nightstick but can slice.
https://www.youtube.com/watch?v=gyhg_ri26ks
You can even script it if you want to be scummy.
and yeah, I've seen people abuse this glitch. To be fair, it might actually be logically impossible to prevent weapon switching after the swing without actually introducing any artificial delays for it. (Because on your screen you finished the animation and expect weapon switching to be available, even though you're still swinging server-side). But the fact that it actually resets your swing cooldown after the switch is definetely a huge oversight.
I'm not sure specifically why the pitchfork is so terrible, didn't bother to look at it's hitrays or anything, but with the knife - it seems that they changed it's ray patterns (on top of the -10% attack speed).
Knife used to swing in a perfect horizontal line (the best pattern), now it does a really low diagonal swing. The problem is that lowered hitrays (on any melee) give you less range and (for some reason) actually thin out when you aim lower? Meaning that, despite all the weapons technically having the same range, the knife is actually shorter unless you aim perfectly straight or up.
Coming from someone who goes melee-only every now and then, it’s still the same lol.
Those issues are real and happens only since TLS. might be a multiplayer only issue.
Respectfully disagree.