Who was in charge of visual perspective in TF2?

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Vausch

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They failed at their job.

To be lit on fire by a pyro: feels like you can be 30 feet away.
To light someone on fire: You must be close up to them.
To backstab: you must be close up.
To be backstabbed: they must be 8 feet away.
To Melee: must be so close you can barely move forward
To get melee killed: Seems they can be about 8 feet back.

The first person perspective of this game feels very broken. I don't know why but lately it feels worse than ever. Maybe I noticed it because I decided to try a new class (pyro) but it's just feeling worse and worse every time I play. Not to mention getting caught on a little doorframe poking 6 inches from the wall? Most games would have the character automatically go around. Not TF2. You get stuck and die.

More of a venting but I really feel like the first person and third person views in this game are just plain broken. Anybody agree?
 
Apr 28, 2008
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The same could be said of most FPS games to be honest. Perhaps your just not doing very well lately? I don't know. Could also be lag.
 

Fr]anc[is

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I can kinda see where he's coming from, every time I get in a melee fight and backpedal, I always miss and he always hits. Yet another reason to hate the fucking eyelander
 

Vausch

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Irridium said:
The same could be said of most FPS games to be honest. Perhaps your just not doing very well lately? I don't know. Could also be lag.
I could chop it up to that, but I can't fully figure it out. My kill/death ratio doesn't seem that much worse lately but for some reason all that has just been ticking at me so badly it's just getting infuriating.
 

Magners

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Fr said:
anc[is]I can kinda see where he's coming from, every time I get in a melee fight and backpedal, I always miss and he always hits. Yet another reason to hate the fucking eyelander
This happens to me no matter what class/weapon I go up against it's annoying and what is also awful is that most of the servers I have been playing on are "premium" servers where people who donate get to be god-like OP ubermensch
 

Vausch

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Magners said:
Fr said:
anc[is]I can kinda see where he's coming from, every time I get in a melee fight and backpedal, I always miss and he always hits. Yet another reason to hate the fucking eyelander
This happens to me no matter what class/weapon I go up against it's annoying and what is also awful is that most of the servers I have been playing on are "premium" servers where people who donate get to be god-like OP ubermensch
The server I'm at doesn't have people like that, thankfully. But yeah, that's pretty much how it feels to me: can get hit, can't hit.
 

Osaka117

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Yeah, I feel that way sometimes too. I'm sure that I have to be practically touching a guy to hit him with melee, but he can hit me from half the map away. But then I have so much fun playing the game that I forget about it's minor annoyances. TF2 is still my favorite multiplayer game by far.
 

Anarchemitis

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You're probably being highly critical of one-off instances regarding hit scanning and collision detection for players and player entities, which can be consequent of a variety of factors, from the quality of the server, to how skilled other players are, to your ping.

Give it time and patience and you'll get the nuances and jitter out of the experience.
I won't contend that Source is an extremely good engine (it's very well built and efficient, but the wrinkles of age are starting to show compared to newer engines) but you have to keep in mind that you are playing a nearing-four year old game.

Additionally, from the sounds of it you're playing Pyro and Spy a lot. There's a lot of ambiguity even in higher anylizers of the blast distance and effects vs. perspective and appearance for the flamethrower, and there have always been many question marks thrown around regarding hit detection and the Spy.

(Shown: Spy with disguises and spy hitbox overlay. Disguises to not alter a Spy's hitbox.)
 

Vausch

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Anarchemitis said:
You're probably being highly critical of one-off instances regarding hit scanning and collision detection for players and player entities, which can be consequent of a variety of factors, from the quality of the server, to how skilled other players are, to your ping.

Give it time and patience and you'll get the nuances and jitter out of the experience.
I won't contend that Source is an extremely good engine (it's very well built and efficient, but the wrinkles of age are starting to show compared to newer engines) but you have to keep in mind that you are playing a nearing-four year old game.

Additionally, from the sounds of it you're playing Pyro and Spy a lot. There's a lot of ambiguity even in higher anylizers of the blast distance and effects vs. perspective and appearance for the flamethrower, and there have always been many question marks thrown around regarding hit detection and the Spy.

(Shown: Spy with disguises and spy hitbox overlay. Disguises to not alter a Spy's hitbox.)
Actually I barely play spy at all and just recently tried Pyro just to mix things up a bit.
 

ilspooner

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Huh. I never noticed. Well, I don't think it would be a big problem to me if I never noticed. :p
 

MrNickster

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Not once have I ever had those problems.

The only way a Pyro can set someone alight at any appreciable range is with the flare gun, if you attempt a backstab from '8 feet away', you will miss and lose your disguise (If it is on) and attempting to melee someone while standing '8 feet away' is a futile endeavour.

It sounds to me like you have just had a few bad games.