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 Post subject: Sniper Damage in Multiplayer
PostPosted: 15 Jun 2010, 06:19 
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single player fanatic

Joined: 01 Jun 2008, 23:16
Posts: 2025
Location: Luna's Dark Side Fear the razor-sharp edges of the heavy metal spork!
Sniper rounds don't do any damage in multiplayer. You can shoot your opponent in the foot or hit their tank and they'll never really "know". That's a bug, weapon that does damage not working right in multiplayer.


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 Post subject: Re: Sniper Damage in Multiplayer
PostPosted: 10 Jul 2010, 14:45 
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stratter :)

Joined: 06 Nov 2009, 00:17
Posts: 259
Location: Kristianstad, Sweden
i played the modified coli map and i was able to inflict dmg on the neutral tanks


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 Post subject: Re: Sniper Damage in Multiplayer
PostPosted: 10 Jul 2010, 20:14 
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Joined: 01 Jun 2008, 23:16
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Location: Luna's Dark Side Fear the razor-sharp edges of the heavy metal spork!
Woop dee doo. :roll:

Of course, because when you're the host, the neutral tanks belong to you. Try inflicting damage on red tanks.


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 Post subject: Re: Sniper Damage in Multiplayer
PostPosted: 10 Jul 2010, 22:27 
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Bz programmer

Joined: 20 Nov 2009, 22:17
Posts: 705
Is this issue new with 1.5 or has it always been this way?


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 Post subject: Re: Sniper Damage in Multiplayer
PostPosted: 10 Jul 2010, 23:28 
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It has always been this way, since the beginning. But I think snipe should do damage to remote opponents, like every other weapon.


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 Post subject: Re: Sniper Damage in Multiplayer
PostPosted: 11 Jul 2010, 06:37 
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Bz programmer

Joined: 20 Nov 2009, 22:17
Posts: 705
OK. That's what I thought, but I wanted to make sure.

Update: I did some investigation, and Ordnance::Pack explicitly skips "snipe" ordnance so it doesn't get created on remote systems. If you rename the ordnance and update the sniper weapon ODF, it'll get sent like other ordnance. If that works properly, I can update the function to stop skipping it.


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 Post subject: Re: Sniper Damage in Multiplayer
PostPosted: 11 Jul 2010, 11:05 
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Joined: 01 Jun 2008, 23:16
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Location: Luna's Dark Side Fear the razor-sharp edges of the heavy metal spork!
Renaming the ordnance worked good in LAN with no issues when I did a basic test, but I remember Tug having trouble with this when working with Dx. There was some kind of bug causing a quadruple kill for one shot, and that was solved by only allowing 1 snipe message per 1 second (shot delay of sniper rifle) or something like that. I guess it's just a matter of Tug submitting that fix and unblocking "snipe".


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 Post subject: Re: Sniper Damage in Multiplayer
PostPosted: 11 Jul 2010, 13:01 
stratter :)

Joined: 20 Aug 2007, 14:17
Posts: 2120
Location: Zagreb, Croatia
Snake, you are annoying with your misleading EB feedback. First you were testing it with the wrong BZ files, and now you are going even further by claiming you changed local-remote relation (written in the code) by modifying the map?! We are not BZU board with BZ2 players, who know very little about BZ1. If you are not sure in something, use a question mark.

Spork, last thing we need is another EB bug. Although I do agree that sniper should make some damage even when it's not a dot hit, BZE's "3 in the foot = death" seems strange. Considering 1 sniper makes damage of 50, that kinda worked in that silly mod, cause reaper, among many unnecessary and unwanted changes, changed pilots ODF's by equaling them all to 150 hull. We can't do that in 1.5, cause then we would also have to equall all tanks to 3000 hull (or 3250), which is wrong. NSDF and CCA are supposed to be different.

Since in 1.4 CCA pilot has 150 hull and NSDF 250, in 1.5, with changes you are suggesting, one would need 3 snipes, other 5. That would result in everyone playing with NSDF = messing with the game.

However, the sound of the sniper bullet that missed seems like a nice improvement... reaper has it but I doubt he he would share it...


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 Post subject: Re: Sniper Damage in Multiplayer
PostPosted: 11 Jul 2010, 13:38 
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Joined: 01 Jun 2008, 23:16
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Location: Luna's Dark Side Fear the razor-sharp edges of the heavy metal spork!
Oddly enough, it took 4 shots in the leg to kill a CCA Pilot rather than expected 3, but you do have a point. "4 shots in leg = death" is still a relatively quick way to die. The pilot had "no bars" after 3 shots. I think a good solution to that is to reduce the damage the sniper round does. If there can be a collision damage multiplier for pilots hitting tanks and stuff (there is, Ken mentioned it somewhere), I'm sure there can be a snipe damage reducer for pilots, reducing how much damage sniper does to pilot. If that is too hard, we can reduce sniper's damage in the odf.

If this indeed causes a new EB bug, it can wait for 1.6, but if not, snipe should do damage, even if it's less than 50.

That reminds me of the lying pilot hull display, where BZ is lying to me whenever I shoot a pilot in the leg, or hit a pilot on my screen, but not on opponent's screen. :P


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 Post subject: Re: Sniper Damage in Multiplayer
PostPosted: 12 Jul 2010, 02:06 
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Bz programmer

Joined: 20 Nov 2009, 22:17
Posts: 705
I can stop multi-snipe by not letting remote sniper shells inflict snipe kills. The sniper shell then becomes a normal bullet for damage purposes. (Ordnance didn't keep track of whether it was local or remote until recently, so it wasn't possible to do this before.)

Three shots isn't unreasonable, since the sniper shell must be fairly powerful to do what it does. Three .30-caliber (7.62mm) rounds should put just about anyone out of commission if it isn't an instant-kill like a head shot. An armored space suit can only do so much. :)


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 Post subject: Re: Sniper Damage in Multiplayer
PostPosted: 12 Jul 2010, 03:55 
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Joined: 01 Jun 2008, 23:16
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Location: Luna's Dark Side Fear the razor-sharp edges of the heavy metal spork!
Ultraken wrote:
Three shots isn't unreasonable, since the sniper shell must be fairly powerful to do what it does. Three .30-caliber (7.62mm) rounds should put just about anyone out of commission if it isn't an instant-kill like a head shot. An armored space suit can only do so much. :)
Yes, that makes sense Ken, but killing a pilot with 3 or 4 shots in the leg isn't the main reason I want this, I simply wanted players to know when a sniper round hits them, even when it doesn't hit the strike zone and kill them, and also see when a missed snipe hits the terrain near them. It can look to some players like snipers never miss, because they can't see the misses, only hits. Even if sniper damage was reduced from 50 to 25, or 15 or 10, or whatever... it would still be effective enough to let players know that they are being hit with sniper bullets. :P


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 Post subject: Re: Sniper Damage in Multiplayer
PostPosted: 12 Jul 2010, 05:54 
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Bz programmer

Joined: 20 Nov 2009, 22:17
Posts: 705
True enough. :)


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 Post subject: Re: Sniper Damage in Multiplayer
PostPosted: 14 Jul 2010, 08:48 
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Joined: 01 Jun 2008, 23:16
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Location: Luna's Dark Side Fear the razor-sharp edges of the heavy metal spork!
The latest build has it, and I played some DM with HyperFighter and EquineFury. For the most part, it works. But sometimes snipe damage doesn't register. (Spock already mentioned this in the build topic)

I can see you have already implemented the damage reduction for snipe bullets on pilots. I like it. There's no real fear of dying from shots in the leg, and players get to know when they're hit. It's perhaps "less realistic", but definitely better for the gameplay, considering that snipe used to do no damage at all. :D


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 Post subject: Re: Sniper Damage in Multiplayer
PostPosted: 14 Jul 2010, 10:58 
stratter :)

Joined: 20 Aug 2007, 14:17
Posts: 2120
Location: Zagreb, Croatia
Mr. Spock wrote:
Ultraken wrote:
* Experimental: send sniper shell to remote players

That doesn't work well. Shots don't register most of the time (every 4th or so does).

Sporkinator wrote:
For the most part, it works. But sometimes snipe damage doesn't register. (Spock already mentioned this in the build topic)
...
I can see you have already implemented the damage reduction for snipe bullets on pilots. I like it.

I was testing in LAN with the ping of 4, close up and steady shooting in different body parts, just not where the dot is. My results were horrible... I would aim and fire 3 shots without moving mouse and get only 1 hit or sometimes none. That's why I'm sure you are mistaken when you say that "it works for the most of part". The thing is that the one who fires sees the hits and opponent's fake hull lowering, even though you actually "missed". That musta tricked you.

Also, you thinking there's some kind of damage reduction, confirms that you are mistaken about the number of registered hits. There's no damage reduction, there's only no multiplier (on which I counted when I said 3 in the foot=death), so you'll need 3 sniper hits to destroy CCA pilot's hull + 1 plasma shot to kill him (3x50=150, instead expected 3x50x1,17=175). For NSDF pilot is 5+1.

As everybody knows, most of time, when you get ejected by opponent, you lose some hull on the way up, so that 1 plasma shot won't be needed. If Ken fixes efficiency, CCA pilots will die from 3 sniper shots in the foot after all (or even less if damaged more), while NSDF pilot will survive the sniping. That's what I don't like about this change, it brings huge advantage to NSDF. Maybe Ken doesn't realize that pro sniper (almost) always hits the pilot in 1.4, we just sometimes miss the dot. In 1.5 none ejected CCA pilot will reach the ground alive... :(


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 Post subject: Re: Sniper Damage in Multiplayer
PostPosted: 14 Jul 2010, 11:23 
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Joined: 01 Jun 2008, 23:16
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Location: Luna's Dark Side Fear the razor-sharp edges of the heavy metal spork!
Mr. Spock wrote:
I was testing in LAN with the ping of 4, close up and steady shooting in different body parts, just not where the dot is. My results were horrible... I would aim and fire 3 shots without moving mouse and get only 1 hit or sometimes none. That's why I'm sure you are mistaken when you say that "it works for the most of part". The thing is that the one who fires sees the hits and fake opponent's hull lowering, even when he actually "missed". That musta tricked you.
During our 2nd test DM game, we tested rockets, and EquineFury was a Tusker (CCA). During that game, I shot him in the leg with snipes and told him to count as he saw each one hit him. He counted all the way up to 6 and was still alive, as a CCA pilot. I know the hull display lies, that's why I had him count. Besides, even with the wrong hull display, in 1.4 you see 3 leg shots empty a CCA pilot's hull. In this latest build I saw the hull display telling me something different. Potentially a lie, yes, but I'm pretty sure I saw the round attempting to do less than 50 damage.


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