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SEAL Hit-Box Fix


Godfather

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Description: The normalization of the Hit-Boxes for US SEAL : Medic, Tactical, and Commander.  

Reasoning: The hit-boxes on the chest allow bullets to deal damage twice, often dealing more damage than a head-shot.  This makes 
engagements in war unfair, while on those three SEAL whitelists.  I have no clue what causes this, but it shows how, for instance, four 
damage lines can come from just two bullets, killing nearly instantly.  
Normalizing these would encourage use of said whitelists during war.


Additional Information: SEAL Assault has no issues with it.  This video shows how all three are affected by this "anomaly".

To clarify: all the examples in the video are one bullet, and on a target with a rifle out, as it is the common application during war.

Edited by Timid
typo
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7 hours ago, Im Dream said:

 

Isn't that the thing that mrp people call "ricochet"? Not when a bullet bounces at a certain angle, but when the bullet comes back from behind a second time and makes another hit. That's not a hitbox problem, people used to complain about sniper shooting, changing guns and then coming back to their sniper to cancel the reload animation and shoot a second time quicker (basically breaking firerate). So staff would check the logs and if they saw 2 hits in less than a certain amount of seconds well they would warn/ban the person for that, but sometimes it was just this "ricochet" and some people got unfair punishment.

Multiple people got banned/warned for that, just search "ricochet" in the search bar at the top right of the website. Here's an example: 

 

Thank you for clarification;
Then bullets can bounce off of players, as well as surfaces?
If so, why is this effect applied to specific models, like the three in question?
Are there any other models that have this effect?

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  • The Garnut
6 hours ago, Godfather said:

Thank you for clarification;
Then bullets can bounce off of players, as well as surfaces?
If so, why is this effect applied to specific models, like the three in question?
Are there any other models that have this effect?

That wasn't a clarification, Dream just likes to be a makeshift-developer and rant/theorize every once in awhile.

Some poorly made playermodels that have been re-compiled can simply have overlapping hitboxes of the same size, resulting in duplicate shots. Going to lock this until I get to fixing this issue. 

PS.

Ricochet has been removed from our CW 2.0 revision, and if this were the issue, it'd happen to every single playermodel if you shoot them as certain angles.

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  • 4 weeks later...
  • The Garnut
On 12/2/2019 at 5:30 PM, Im Dream said:

Bullets bounce off of surfaces, not players. Because when you shoot at someone, the bullet goes through the player, touches a flat surface behind him, comes back in the opposite direction and then hit again the player. 

I have no idea, maybe those three models have big hitboxes, therefore they are bigger targets for the second hit.

Going to come back to this thread and apologize to you for the attitude, I feel it was uncalled for.

After further investigating what was going on with CW2.0, it has three calculations for bullets, one done on a per-entity basis, one done to calculate penetration (and theoretically duplicate the first bullet once its travel ended if it hit a penetrable entity) and finally, one that causes ricochet, IE: bullet goes in a different angle once hitting a penetrable surface.

This will all be dealt with, thank you for your post!

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