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2003-02-09, 01:58 PM | [Ignore Me] #2 | ||
Corporal
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Many i mean many of people have asked about this
There is only 1 hit zone (i.E no headshots) for lag purposes and with the cone of fire aiming sytem and fast pace of the game the devs see no need for more then one hit zone
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Made by me Soilder Of the Spoon Liberations of PSU |
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2003-02-09, 04:30 PM | [Ignore Me] #5 | ||
Lieutenant Colonel
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He means PHYSICALLY slow down the game, AKA lag.
And yeah, the main reason is battles would go by too fast and with the length of time it takes to get back into the game anyhow that would suck. Besides, a lot of battles are completely open fiend, and having the skills to shoot a guy so far away will be good enough for most people once they notice it isn't all that easy I imagine. |
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2003-02-09, 04:40 PM | [Ignore Me] #6 | ||
Lieutenant General
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Battles are already fast, he said it often happens to kill someone in 5 secs, headshots won't change much. Besides it that's the case than just lower body damage and keep head damage same. We're not saying headshots should do 50000 damage but they should do more than a body shot.
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2003-02-09, 05:11 PM | [Ignore Me] #8 | ||
Contributor Corporal
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Also considering youre wearing futuristic armor a bullet would have the same effect because its hitting armor and not you? And unless armor is thicker in a certain region it would be all the same. Just my way to rationalize it.
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2003-02-09, 06:21 PM | [Ignore Me] #9 | |||
First Sergeant
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All I'm syaing is that you guys are trying to put this layer of realism on a battle system thats already way far from realism. 100 health is just a numeric value telling you how much more abuse you can take. If you want to argue about this and that and body location shots then you would have to dig further and say that in order to kill someone you have to hit a vital organ or have them bleed to death, but going half way is pointless, you can't just pick what parts of reality you want, you have to have a full system down, planetside uses the 100 health damage system and I think its a good call. And now, I'm hungry, off to El Polo Loco! |
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2003-02-09, 09:32 PM | [Ignore Me] #10 | ||
Corporal
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If they DID keep headshots, (im aware its been verified they are staying out) it would cause some heavy processing for the server. See, once you fire a bullet the client must request a tunnel from the server to release the bullet into geometry. Once the server responds with the first location, it will begin to relay all the way until the maximum length is reached, or a geometric model is hit. Upon hit, the server has to first terminate the projectile, and then find the ID of the model it hit. If it is an environmental, it will find the following static and overlay a mesh there, appearing to be a decal to you. If the ID represents a player model, it will then have to check the empire flag, to see whether or not it will be a friendly or enemy. It then proceeds to find the damage tables of the projectile, and then opens another tunnel with the player, receiving the projectile, and reduces health and/or armor accordingly. Adding hit locations, such as headshots would make this vague, generalized process even longer, adding the 'have' to look up weapon to location tables, and box tables. This process is only working on 1vs1 person. Now, if there were more than one person...majority of this process would have to be relayed to everyone person in viewable range. This is the reason I'm mostly against Headshots in PS.
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