Heavy melee hit detection

It's an invisible cone which makes is pretty hard to avoid by going backward as opposed to going side ways and toward enemy.
 
It's an invisible cone which makes is pretty hard to avoid by going backward as opposed to going side ways and toward enemy.
That explains why hitting the wall or the corner on a doorway also counts as a hit. Since the attacker can easily turn then it's quite hard to dodge it sideways.
The parry could be an easy solution to that however even that seems to fail due to latency.
Why not just make the cone more visible in an aesthetically pleasing way?
 
View attachment melee range.mp4


Melee hit detection still needs help. It is not even lag compensation that is causing this, in this clip Abrams is 15 ping and I am 60 ping. Maybe there is an element of lag compensation at work - my hero's position is being checked on his client, 45 ms closer to him than on my screen. Even then, the server should be predicting my end position at the time of hit detection, because my slide away has been input immediately after Abrams began his heavy melee.

But on top of that, this heavy melee "cone" should be looked at, especially if we are to believe lag compensation is working as intended - if it is, and this behavior still occurs, the cone is broken.


This happens to coincide with the "slow server frame" message in red. I do wonder now if that is involved when cases like this happen, where a player sliding away is heavy meleed from great distance.
 
Back
Top