Client side Gun Suggestions

Discussion in 'Suggestions' started by TJ, Aug 8, 2014.

  1. TJ

    TJ Human Head Staff Staff Member

    Well now that Client side is out, what do y'all think of the guns. I have herd feedback about the Shotguns mostly, which they will be adjusted after a week of client side. So what does every one else think
  2. Narf!

    Narf! New Member

    Seems to work fine, had to adjust a bit for sniping as I kept over correcting my aim. To used to adjusting for server side hit.

    Really hasn't affected my Plasma Launcher yet as everyone kept saying it would.
  3. Banana Jones

    Banana Jones New Member

    What's wrong with shotguns? Haven't been home to play yet.
  4. Sonitorum

    Sonitorum New Member

    I mean, client-side certainly makes ballistic weapon vs. Launcher fights more fair now that the extra hurdle of leading is gone.
  5. Pika

    Pika New Member

    Plasma is still effective, but auto shotgun is just crazy op at max now. Same with bullet hell. Bad players are basically getting a boost in their stats to this. So many kills today were from level 2's and 3's that I used to straight roll. With aiming the way it is now, speed is less necessary now, and tankier armors reign supreme now, at least by what I saw today. Of course, a lot of that was due to the influx of new players.

    I'll reserve final judgment until we have new weapons. But you better believe bouncy gun will be straight up stupid at max now with client side. However, good work on its implementation now. As much as I whine, I think things are more "fair" now.
  6. Sonitorum

    Sonitorum New Member

    I know that an Auto Shotgun nerf has been planned. Norm mentioned it on, like, 3 streams.

    I think just last Wednesday, for the Bullet Hell, there was a nerf to clip size being discussed. 60 down to 40 or something. Sounds nice to make it seem like the player still shoots forever, but leave a little more openings to be fought against.
  7. TJ

    TJ Human Head Staff Staff Member

    nothing is wrong with them, they are working fine, but due to the client side they are more powerful than expected (the auto shotgun at least)

    the bouncy gun (still to be named) like the launchers/throwers uses a projectile instead of a tracer. so these weapons are not client side. no need to make them that either. but as for it, yes, it will be stupid as hell, i still have to do the max crazy test of 10x people shooting that thing off and seeing how much it will kill the server and ect.

    and thanks all for all your feedback so far
  8. Awpteamoose

    Awpteamoose New Member

    I am not certain enough to post in the Bugs section so I'll post it here:

    Has anybody had an issue with hitscan hit marks? Sometimes I get the little red things that indicate that my shot connected, but I deal no damage. I seem to play with rather high ping as I live in Ukraine and play late at night so I get connected to US servers.

    Also, TJ, can we get a visual of hitboxes? Are they 1 to 1 with player models (as in Source games like TF2 or CS:GO) or maybe cylindrical (as in Quake Live) or box-shaped (as in Quake 3)? Is the player topmost cube what counts as head for headshot modifiers? Can I hit player's armour bits and do damage?
  9. TJ

    TJ Human Head Staff Staff Member


    this is the player hit box, it is only slightly off the model. the red box on the outside you can ignore
    6 people like this.
  10. Awpteamoose

    Awpteamoose New Member

    Does the neck bit count for headshots? Also, I assume armour doesn't change it?
  11. Sonitorum

    Sonitorum New Member

    Lol if armor changes the hitboxes.
    Major Tom Helmet users becoming free kills.
    3 people like this.
  12. TJ

    TJ Human Head Staff Staff Member

    not to my knowledge, but good luck hitting the neck really. and yes armor doesn't change it.
  13. methman28

    methman28 New Member

    Id put it in suggestions but we're already here

    U should call it the chaos launcher
    2 people like this.
  14. P3TC0CK

    P3TC0CK New Member

    Isn't client side hit detection more vulnerable to player exploits and hacks? Can you link me an explanation of why you guys decided to change? It seems odd that you would make the switch to something that's pretty universally accepted as a better alternative; at least when you make servers/ easy to set up. Only thing I can guess is that we won't be able to set up our own servers in the future so to accommodate for that client-side will be used to make up for that.

    The BF games use client side and it's pretty hated. I'll give it a go tomorrow and see how I feel about it in Minimum.
  15. Pika

    Pika New Member

    ^ you are correct. I'm just waiting for the hacks to hit. It's exactly why I left loadout. Luckily, because it's not free to play, we should have less.
  16. Awpteamoose

    Awpteamoose New Member

    Are you both implying it's impossible to hack serverside hit detection?
  17. Pika

    Pika New Member

    I mean impossible is a word i would never use.
  18. Sonitorum

    Sonitorum New Member

    Server-sided just felt horrible, especially when using the Shotguns and Snipers.
    Client-side is better for an arena shooter-like experience, where every shot counts and you don't have to lead hitscan weapons.

    Other shooters like BF can get away with server-sided since leading is mostly excusable (bullet travel) and there's literally no vertical movement on ground. If you know that a weapon is designed as hitscan, however, then that's where problems arise because you know it's going to be extremely difficult than it should be to use it to its fullest potential.

    Here's one of the main discussions that likely influenced the decision the most:

    And here are the responses that stood out the most to me:

    Last edited by a moderator: Aug 12, 2014
    2 people like this.
  19. P3TC0CK

    P3TC0CK New Member

    I said the battlefield games used clientside, not serverside. It's a pretty hated feature by the community, a quick google search for client side hit detection battle field brings up a lot of complaints regarding it. This isn't a new discussion we're having, people have been discussing the two systems since the creation of online shooters.

    Tears (r) claim that client side hit detection is sub-par for competitive shooters is ridiculous. the CS series, Quake Live, TF2, and the CoD series all use Server side hit detection. The most fair and competitive environment to play in is one where everyone is given the same chance to play if their pings are similar. This is a pretty big caveat, and depends on whether or not HHS will allow us to open up our own servers in the future.

    Patchy's complaints are nonsense as well, no one slams games for having bad hit detection if they're aware of their ping and are able to change servers to find a better connection. Other than the general competitive ladder rage you get there is no real argument for making games like CS:GO client based because it offers the most even playing field if you can get a similar ping to another player.

    If the devs don't want to allow us to host our own servers in the future then by all means go ahead and make the game client side. There's really no point in playing the game competitively at that point. It's always good to see companies who care about the community enough to allow them to host their own servers in whatever region they happen to be in, and I hope that HHS will be one of those companies.

    It's what creates and maintains communities that a developer does not "officially support" like the Middle East, Asia, etc. as well, so there's also a huge plus if you want your game to build a solid fan base globally.
  20. Sonitorum

    Sonitorum New Member

    Just gonna say that even with 10-20 ping back with server-side out, hitscan weapons still felt awful to use since you had to lead a sixth of a second ahead of the target. Having "similar pings" evidently never helped all that much. Hell, headshots were nothing but luckshots, and I know a few players that actually got frustrated and quit because of how laggy the server-sided was (complaining about Shotguns not hitting crap and all). Maybe they could've spent all the time they had band-aiding the netcode so that it felt precise, but client-side now ultimately offers a solid shooter experience with every hitscan shot counting.

    And I thought BF had server-sided before the BF3 phase, so pardon me for that. But as far as I know, CoD:MW2 has client-side hit detection and no one seemed to have problems with it. Then again, CoD has sluggish movement (except for the upcoming Advanced Warfare), so they could get away with pretty much anything.
    Last edited by a moderator: Aug 13, 2014

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