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Author Topic: liz looks 2d when crouching  (Read 6631 times)
dash9
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« on: September 29, 2008, 10:12:35 PM »

Is this how it should be? It looks disturbing. What exactly do you aim at if Liz is on the floor instead of in a vertical position?

If the POV is the same for each model when standing, or the same for each model when crouching, then Liz would get an unfair advantage by, for example, taking a rail, crouching behind a small obstacle so he can shoot, and by doing this being practically invisible unless the enemy is very close (yes, I know about force player models, etc - I'm talking about Liz here).

I'm just trying to think about how persons trying the game perceive it.

This question leads me to think whether the player model you choose matters when the enemy is shooting you. Is one more vulnerable as Grunt than as a thin model, like Neko?
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damocles
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« Reply #1 on: September 29, 2008, 11:09:25 PM »

If Liz has a slight advantage crouching, IMHO it's not by much.  If anything, Major's crouch is even thinner than Liz's, depending on where the legs are.

(You can mess with the cg_thirdperson settings in a devmap game -- far away, 180 degrees.  You can use certain walls / textures as a "you must be this tall to ride" sign.)

OTOH, note also that the player models are not (yet?) to scale -- Beret and Major are taller than Sergei and Grism, and Sorceress and especially Angelyss are very tall in comparison.  Tony is very short (sorta counting the hat -- he'd probably have to wait and meet the others after the ride).  As far as size, he seems to have the biggest advantage (smaller target to aim at, also with backwards jump).  (I don't know if people use Arachna.  Tongue)

(Look at the player selection menu, or again use cg_thirdperson, 90 degrees or something.)



Aside from the size difference, crouching isn't something I've noticed very much (maybe Grism / Penguin).  (What about animations?)

Other possible advantages: Ayumi and Gargoyle may be easier to spot underwater (boots, wings), and some darker skins (Tony, red Sergei) might be better off on certain maps (but everyone uses brightskins now, don't they?).
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chaoticsoldier
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« Reply #2 on: September 30, 2008, 12:02:51 AM »

Liz's crouch animation is not meant to be that way. You'll see it's listed as a bug DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Bugs]on this page. When he's flat on the ground you can still shoot any part of his body, just not as easily.
I think you will see the exact same thing no matter which model you choose to use (whether you crouch, jump or whatever). But players shooting at Liz are disadvantaged when he crouches.

This question leads me to think whether the player model you choose matters when the enemy is shooting you. Is one more vulnerable as Grunt than as a thin model, like Neko?
What damocles said.

In addition: I play using the Merman model. When he jumps backward he just stretches out, increasing the surface area you can hit and making it easier. In contrast, the Sarge model flips which makes hitting him more difficult.
Also, setting /headmodel to Angelyss results in Merman having no head, and I played with no head for quite a while. I found opponents have to aim just a little bit lower to hit the top of Merman when he has no head so I ended up putting it back on.

(but everyone uses brightskins now, don't they?).
I hope not. Brightskins is incredibly ugly. Vanilla OA all the way!
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andrewj
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« Reply #3 on: September 30, 2008, 12:45:48 AM »

In addition: I play using the Merman model. When he jumps backward he just stretches out, increasing the surface area you can hit
No, what you can hit is completely divorced from what you see.  Every player has the same size (in the physics simulation) regardless of what model they are using.
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chaoticsoldier
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« Reply #4 on: September 30, 2008, 01:16:53 AM »

Ah, that's good then. But does that mean shots will be seen going through a model that is larger than that generic size? Or will they contact the model, but not register as a hit?
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