The Current Spread.


(Snotling) #41

Haha, nice name, I never heard of your team but I probably started playing long after you said “Salut et Banzaï” to QW. :slight_smile:


(k1ruaa) #42

Doesn’t matter how many times they’ll come with some values, I played ET for many years and the spread isn’t even comparable. In ET when you don’t hit, you know that you failed. In DB you can sometimes miss half your bullets for no reason while aiming at the opponent head.

I am not saying it’s always the case but the simple fact that it can happen is ****ed up. But heh, there is a miracle solution, let’s use iron sight ! Well no thx.


(stealth6) #43

[QUOTE=k1ruaa;499125]Doesn’t matter how many times they’ll come with some values, I played ET for many years and the spread isn’t even comparable. In ET when you don’t hit, you know that you failed. In DB you can sometimes miss half your bullets for no reason while aiming at the opponent head.

I am not saying it’s always the case but the simple fact that it can happen is ****ed up. But heh, there is a miracle solution, let’s use iron sight ! Well no thx.[/QUOTE]

Smooth has an argument that’s backed by facts. Yours is essentially “Spread is messed up because I say so”. Maybe the problem isn’t spread? There are many more factors.


(Glottis-3D) #44

[QUOTE=Erkin31;499117]I generally found that itss exaggerated. With the cheat paranoia, a lot of players accuse other players to cheat just because they lost. Even in ETQW, my team and me were accused to cheat during an official competition, while our replays proved the inverse.

For F2P shooter, I played a hudge amount of times on Tribes Ascend and I never saw a cheater. Same thing for Mechwarrior online and Global Agenda. On TF2, I saw only 2 cheaters.

DB doesn’t really target the same public than others Nexon games, we shouldn’t start to be paranoid.[/QUOTE]

i am sorry to disapoint, but you played wrong games =)
i meant Shadow Company, Combat arms, etc.


(k1ruaa) #45

So tell me sherlock what is the problem when my crosshair is pointing on the ennemy’s head and my bullets don’t hit. If it’s not spread then tell me, I am listening.
Btw I remember this post smooth wrote and the max spread values were still higher in DB by like 2 or 3 millimeters in the radius which is really HUGE at long range. Add to this the fact that the spread comes faster to its max value and you have this not so amazing gunplay.


(Glottis-3D) #46

are we spaeking here the same things?

the max spread in long range is enormous. there is no denying it.
we did spoke about long range, and how Ironsight has to be more obvious choice for long range.
but now it is not ‘more obvious’ it is the only choice.


(acQu) #47

Imo. Due to the way the netcode works and hit registration works (a clear hit is delayed in favour of a high pinger, to make it a bit better for the high pinger). This is what i heard at least and read and also realized back then, when this was extreme. There is some other problem i am also concerned of, but not in this post … (would make two valid points into a too big of a wall of a text) …

So my conclusion from this was that whenever you see a player, he lives into his own time-space continuum. You can not really figure out his hitboxes. In ET, when you had a high ping, you still could figure out the hitbox of the enemy, and adjust for it. And this was fairly deterministic, because the server sent back an immediate response. The point here is: because DB is doing high-pingers a “favour” and adds this weird hit registration delay, you CANNOT figure out the hitbox of the enemy; you can not predict it.

This is what i think about it: when there is a server and he is not doing high-pingers this favour (good old quake style, et style), then after X you get either a hit confirmation of a bullet fired, or not. Now in DB, it depends also on the ping of the enemy you are shooting at. So every different enemy in the playing field has a different latency, and so it makes it unpredictable. Hitboxes of enemies in DB are just not to figure out in a reliable and deterministic way currently. It is random.

Now tell me if i am wrong. Of course i can’t see the source code or have any real tech guy knowing alot more about this than me, but this is why i feel the people complain about gunyplay and spread and hitregistration etc. Of course, there are alot more factors, but to my point of view, this is the most important one: you simply can not figure out in a reliable way the hitbox of the enemy; each enemy is different. Just recall what you did in ET when you had high ping. You had to predict the server world and adjust your aiming that way. In DB, this does not work. What is seemingly an advancement, is imo not.


(Smooth) #48

The hitboxes and position of the player are entirely client-side. This means they are always 100% attached to the visible player model and there should never be any shot-leading. What you see is what you get in terms of hitboxes.


(Smooth) #49

Spread, hitboxes and a bunch of other things have undergone tweaks that you should see in the next update :slight_smile:


(BomBaKlaK) #50

When ? 1 month ?


(Smooth) #51

Not sure, the team are working on a matchmaking hotfix right now (since we need really to test those systems) so it’ll likely be in a week or two if there aren’t any issues.


(potty200) #52

Thanks for the update. Is there a tweek incoming for shortening the lobby times? :wink:


(Protekt1) #53

My suggestion (again) that spread growth rate be determined by your stance/current movement speed. So you start with tight aim no matter what, but if you are jumping the spread growth grows very quickly (like 3rd shot is already undetermined). When you are crouching your spread growth is very low and standing is slightly higher. Strafing is slightly higher than that and running forward is just a tad higher than that (or the same). The starting tight aim degree is determined by the weapon, and spread growth is modified by the weapon as well.

[QUOTE=modded;499052]I’d like to bring up a point, and why I said that spread is fine as is.

My experience comes from Blacklight: Retribution, where a few months ago they decreased the spread and increased the recoil of ALL the weapons. The average assault rifle went from 7 degrees of hip-spread to about 3. While this rewarded accurate players, this also had 2 major effects: First, the TTK plummeted. SMGs became useless because their DPS wasn’t much higher and the accuracy bonus (2 degrees vs 3) was neglible in the range before damage dropoff kicked in (20m), I could run around servers killing players in 2 headshots with hipfire from an assault rifle. Secondly, noobs started playing better. You could actually dump your mag at an enemies chest and land all your shots. So while making just about every gun a laser did reward accuate players, it enabled every noob to spray and pray with success, which meant that pubstars were forced to rely less on a superior aim, but more on surperior positioning.

Something to think about laddies.[/QUOTE]

It is true that spraying became more effective. But shots did become more consistent. The way they changed the system was too much though. They should have just reduced max spread some, maybe add more recoil to compensate. Setting spread to pretty much X value (depending on stance) wasn’t really that smart. They should have still had spread growth, just less of it. Which is kinda what some are asking for DB.

Personally I just want spread to not jump so high when you jump and move.


(prophett) #54

I’d like to see extremely high spread when you jump (like in ET - wildly inaccurate).


(Scarhand) #55

Sure, if they add strafe jumping so less jumping accuracy has a purpose


(davidemo89) #56
  • this :frowning:

(Protekt1) #57

I’m not saying jumping should be usable as a primary movement in a strafe fight so much as a tool to actually be able to move around without having a huge accuracy penalty just cause you had to jump over an object.


(modded) #58

So you’re talking about Soldier Front 2 type spread? Whilst I despise that game, I think they nailed Assault Rifle spread.


(Protekt1) #59

I remember sorta liking that game’s hipfire. But I remember it being hard to really enjoy because I really hated the netcode and sniper shots, as well as the movement.


(Ashog) #60

Spread ok. Decrease it more and the TTK will be too short (it is too short already). Which will be stupid.