How is this still a thing with such poor sentinel hit detection? There's no way the class's melee ability should have better hit detection than the super melee ability. It's been 2 years!
https://xboxclips.com/SIo%20Hands/236b3ad1-ef4f-480c-bd76-8296aa76ae8c
Edit: I agree with most comments on Melee supers being broken, so title changed to reflect issues.
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It could just be that you have... [spoiler][b]slow hands[/b]...[/spoiler] [spoiler]I'll see myself out now.[/spoiler]
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Most of your points are valid. My arcstrider hit a bottom tree striker titan four times and only once did it actually do damage, But Whether we wanted it or not, we've stepped into a war with the Cabal on Mars. So let's get to taking out their command, one by one. Valus Ta'aurc. From what I can gather, he commands the Siege Dancers from an Imperial Land Tank just outside of Rubicon. He's well protected, but with the right team, we can punch through those defenses, take this beast out, and break their grip on Freehold.
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They also have wide arching attacks
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No point for sentinel fix now dude. Bubble getting weapons back so no more cosplaying Captain America now.
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I actually have a theory... in some cases, where latency is involved to a certain, higher degree, two players moving directly at each other will cause an instance where at the point of the server’s “tick”, both players were actually [i]behind[/i] each other, if both players’ positions from their own perspectives are taken into account... resulting in a miss. Hitscan weapons are not effected by this, but normal melee, shoulder charges, middle arcstrider melee uppercut, rockets, grenades, genade launcher remote detonations, and the jotunn will occasionally suffer due to this. Back to supers, though... This only tends to happen with melee attacks with an absolute point-blank area of effect, and/or no effect area [b]extended in front of them[/b] (arc strider and spectral blade will nearly always hit back peddlers within range, but has a small chance to miss at point blank) or [b]behind them[/b] (striker Titan’s entire dash area is a detection spot which means if you dashed past your target at server tick, you will hit them, but it has no extended frontal area so back peddling/jumping will cause a striker to sometimes miss even with the “hit” sound). Sentinel has neither a frontal cone, nor an area behind them which will apply the damage, thus the server tick has a higher chance to detect a behind-behind or out-of-range scenario, both of which result in a miss. It should be noted that the bash attack (2nd hit in the air, third if on the ground) has a slight frontal cone, but still no area behind them, to cause a hit at server tick. This is all just a theory of mine. It isn’t 100% testable because latency seems to be the core determining factor, but I find that in the laggiest environments, I can usually force an attack to land with sentinel by walking backwards a bit before attacking if enemy is charging me... sadly, this leaves me open to damage so blocking is absolutely necessary. If all else fails, block’n’toss.
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This dude tried to super out his 1v1 😂😂😂 Looks like that was just you getting out played blueberry, learn how to aim
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you're using OEM and you want to moan about super hit detection.....very good.
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Can’t be helped in p2p servers, never gonna be 100%
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Spectral blades needs more of a hit registration fix. Maybe I'm just permanently lagging but I'll hit an enemy (be it pve or pvp) and it will take a second before the hit actually registers and leads to me attacking the same thing twice only for the second attack to not do anything at all and waste part of my super.
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The super wasn’t necessary and popping it killed you. Hunters health was at least half and you could have killed him if you didn’t mess up your shotgun shot or just did a regular melee
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I would bump, but I saw the link is Xbox clips
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[quote]How is this still a thing with such poor sentinel hit detection? There's no way the class's melee ability should have better hit detection than the super melee ability. It's been 2 years! https://xboxclips.com/SIo%20Hands/236b3ad1-ef4f-480c-bd76-8296aa76ae8c Edit: I agree with most comments on Melee supers being broken, so title changed to reflect issues.[/quote] This is only proof of why win traders were never good to begin with. You panicked your super and got punched right out of it, you are extremely passive, and your aim is way off. But the game is the problem though.
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Ones that could use a little help: - Sentinel (only if they do something about the tracking on shield throw...) - Burning Maul spin to win Ones that are in a good spot: - Spectral Blades Ones where the fracking Amy or may not be a bit too generous: - Fist O’ Havoc - Arcstrider
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Bearbeitet von HollowedWayfarer: 9/21/2019 11:36:41 PMEither it’s broken to the point where it literally doesn’t work (Sentinel), or it’s broken to the point where it’s working too good (Striker)
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They seem to hit me just fine. Yet I love how anything I have a player do to me and recreate it the game says no your not allowed to do that.
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Nerf shield throw first
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Fix it so that shield bounces only once. Also nerf OEM. -Titan main
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Bearbeitet von WulfPak666: 9/21/2019 4:59:23 PMSurely someone with NF has played more than enough PvP to know that you never pop shield when you're close to someone as always #YeetThatThing...
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that looks like a network problem, on a P2P network there will always be a substantial delay, the result of that is your melee hits/supers/weapons may not register giving the other player advantage. Because you did hit him/her I heard the sound of the shield banging it just didn't register on his/her end because of the delay and whoever has the lowest tick rate/ping will register first to solve this problem we would need dedicated servers
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I can't count the number of times I executed a should charge and watched my guardian make contact with the enemy and then literally, via osmosis I guess, phase entirely through them.
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https://gamerdvr.com/gamer/ev1ldragonfly/video/79258341 Counter-clip. I'm not saying that hit-detection shouldn't be improved, but it has to be said that almost every time a Super causes problems in PvP, it's the overwhelming strength of a melee Super that's responsible. D1Y2 Hammers is really the only exception.
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Literally every melee ability has awful hit reg.
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I’ve never had bad hit detection with sentinel. I guess I’m just lucky because it’s never been inconsistent
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I agree, the bottom tree shield bash is pretty inconsistent compared to top tree hammer, I don't even use bottom tree sentiental unless the rare chance I feel like using it in PvP [spoiler] actually is bottom tree sentiental used for anything that isn't PvP? It just seems so useless in PvE unless you got that one exotic gauntlets which turns it into bottom tree striker[/spoiler]
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arcstrider has bad hit detection too