pApA^LeGBa
Well-known member
I get total misses while i see the sledgehammer going right trough the zombies face. Not like close on the side. No, right trough the middle of the head and still a miss. And not only when they are really close.
Same, everytime I play I have a ton of hits that just make me go: "Wtf how did that miss?" every game. I blame part of the problem on how melee hit detecting works like guns. its a raycast, and the raycast is only on a certan part of the swing. In a17 it generally was when the weapon passed thru/over the crosshair that was the raycast. Still annoying as if your even 1 pixel off when that raycast fires you'd miss. The glancing blows system kinda helps, but it needs to do a much bigger percent of your damage, maybe 50%, as it is about all I find it useful for is glancing blows can knockdown zombies with sledge/clubs that aren't the main target. So at least it lands the enemy on their butt and is free hits after, other weapons kinda got it worse like knives, they have no knockdown, or spears only have it on a throw.I get total misses while i see the sledgehammer going right trough the zombies face. Not like close on the side. No, right trough the middle of the head and still a miss. And not only when they are really close.
I agree with the ridiculous misses when you know you're close enough and aiming at their head, yet their arm-length strike hits us?!The only problem with this is it flies in the face of everything you know about zombies... It's always go for the head.
My problem is typically a single zombie. I miss so often when I know it should have connected. It's not out of range and the crosshair went right through it's head. Yet it's a toss of the dice whether it's a connection or not. Which as I mentioned in my first post, I think if you stood with a club/bat in your hands and swung at something walking in front of you, the chances of you missing are near 0 simply because it is a blunt weapon, unless you're to weak to swing the club there is little to no chance of you not hitting your target.
Body shots are counter intuitive with zombies. That's why I kept asking for a shove/push/kick option if they get in close rather than a secondary swing which up until Freshmint posted I had no idea they were two different directional swings. I never noticed the swing change, I thought they just added a grunt to it.
as for strategy, I have no problem with the rage system they added, however, it doesn't "improve" strategy if your attack is random whether it hits or not. Strategy would be (if we had it) 20-30 zombies walking towards you, and you figuring out what objects on the ground/buildings you could use to block vision so you can chip away at their numbers. Not a RNG chance if you hit the single zombie standing in front of you. That's no fun at all, using your terrain to assist in killing the zombies would be far more fun I believe, but then again we'd have to have dumb zombies again as well rather than the block engineers we have currently.
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Agree it's more difficult for the wrong reasons, but thing is I'm having too much fun with a18, hope they fix the headshots anyways. Weird thing is I'm not nearly missing as much with the other melee weapons. Could it be a balance thing?!...What the current system does do is make running zombies scarier, not because they're harder, but because you know it's going to be a swing and a miss more often than not, which makes them scary for the wrong reasons.
I sure hope they can figure this out so it plays properly and can be enjoyable again. I've never quit a game in frustration so much before because of broken game mechanic.
Don't remind me, it makes me rage so bloody hard when that happens, hits the block behind the zombie, but misses the zombie entirely.Zombie laying on the ground stunned. Crosshairs dead between the eyes...swing and a miss! Hit the concrete under his head.
Yikes, that's not good. It is pretty infuriating when it should be a clear hit.Zombie laying on the ground stunned. Crosshairs dead between the eyes...swing and a miss! Hit the concrete under his head.
I've had this happen a few times. usually when trying to aim at gravel when its the last block of gravel between 2 blocks of ore, it'll often just start mining the ore than hitting the gravel. I don't mind that one so much, as at least it won't get me killed unlike melee hits missing entirely.Agreed, the most obvious bug in hit detection is when you hit that zombie lying on the floor right in the head but you smack the ground.
Same issue is pretty glaring when you mine. It happens all the time that you actually mine the block behind the one you aim at.
Yeah that's my experience with melee weapons in A18 alright.did a quick video of a random situation which i encounter quite often:
You manage to twitch at every blow, making those "possible" legit misses. Always just at around the blow landing, the crosshair does spend a frame or two outside of the zed. So that's a "maybe" at best - if taking the actual implementation into account. From an animation point of view, sure, those should have landed, but from the "one-instant-moment-at-the-crosshairs-decides-the-hit" implementation, that's pretty impossible to judge.did a quick video of a random situation which i encounter quite often:
aww, not worth it.Yeah that's my experience with melee weapons in A18 alright.You should show this to the devs. Can you post a video with the melee arc animation on?