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Posted

jaymod should have an option to toggle hitsounds on, off, head only...

I'm not sure if it's possible to have bodyshots only but you can check it in your menu.

Have checked the whole JayMod menu. But i guess i have to check it once again :P

 

 

@lain whats returned by /cg_hitsounds ?

Pretty sure its /cg_hitsound 1 i get.

Posted

I think it makes your skills better, because you can know which technique or movement is more accurate, but yet again it all depends on how you play, a rambo medic or a strategic sniper or engi that's my opinion :D

Posted

If where you shoot was always where you hit, hitsounds would be useless. Unfortunately, the servers usually run at 20fps and everything inbetween is just client-side interpolation guess work that can often render your target incorrectly.

 

 

But they seem to be bugged on jaymod at least, sometimes you hit and don't get hitsounds.

 

This. I've killed people with a stray bullet and no hitsound. The reverse also seems to be true: I've heard 4-5 hs from a single target with no medpacks lying around.

 

Even though they are not 100% reliable, they are very useful with strange lag bugs like when you shoot right at someone with no hits but then shoot to the left or right of them and finally get hits.

Posted

This. I've killed people with a stray bullet and no hitsound. The reverse also seems to be true: I've heard 4-5 hs from a single target with no medpacks lying around.

 

Yes it's sometimes strange on Jaymod, though I have noticed the "no hitsound" hits happen on silent too.

Posted

Yes it's sometimes strange on Jaymod, though I have noticed the "no hitsound" hits happen on silent too.

LOL the ammount of times I've died because of this. I hear TING TING TING (3 times with a body shot or two), move on to the next target, and guess what...that 1st target is still alive!

  • Clan Friend
Posted

LOL the ammount of times I've died because of this. I hear TING TING TING (3 times with a body shot or two), move on to the next target, and guess what...that 1st target is still alive!

Damage is reduced in long range fights. In close range a hs makes 50hp of damage (to a player without helmet), but if the distance is greater than a certain threshold, this is not true.

 

As regards the hitsounds, they can't be wrong if the server sends the hitsound together with the bullet info (e.g. like on Etpro) in Jaymod they are done in a different way, but the hit marks on the target cannot be wrong (those little 'clouds')

because that is stock Etmain code.

 

(of course when I say 'wrong', I assume that the server is the only authority when it comes to hitting, so wrong hitsound for me means 'you gave damage in the server, but there is no hitsound', and *not* imaginary things like 'I was aiming uber-well and I didn't hit')

Posted
As regards the hitsounds, they can't be wrong if the server sends the hitsound together with the bullet info (e.g. like on Etpro) in Jaymod they are done in a different way, but the hit marks on the target cannot be wrong (those little 'clouds')

because that is stock Etmain code.

 

(of course when I say 'wrong', I assume that the server is the only authority when it comes to hitting, so wrong hitsound for me means 'you gave damage in the server, but there is no hitsound', and *not* imaginary things like 'I was aiming uber-well and I didn't hit')

 

Yep on ETPro they are indeed never wrong, at least I didn't notice it a single time in years. On Jaymod it happens quite often, helmets fly and people die without hitsound as for the damage indicator. On Silent I noticed it too but rarely. Proving the other way around (hitsounds played without hit) would be more complicated and only reliable with the demos of both involved players I guess. Not a serious bug anyways but feels strange when it happens :)

Posted

In my opinion,  ears are as important as eyes for ET player. So as it was said before, hitsounds make me sure that I really hit the enemy player, when he's too far to rely only on eyes.

  • Like 1
Posted

hitsounds are a bit troublesome at first but it helps a lot to improve skills as you get the good sense of where to shot and from where to shot to reach hitboxes.

Depending on the angle of shooting and the range, the image displayed on screen and the real hit might be different,so better trust your ears than your eyes.

  • Clan Friend
Posted

maybe for players who ping 48, or people who play in Lan

 

But with a high ping hitsounds don't tell you if you are aiming correctly, they tell you if you were aiming correctly, which is totally useless information, and it could even be misleading.

 

So in my opinion they are only useful for guessing how much hp your enemy has, and for preshooting behind bushes or in common camping spots, to check if someone is hiding there.

 

  • Like 1
Posted

I think going on sound is just as- or even more so important than going on seeing the target. A lot of times firing blindly after hearing movement will get quite a few campers killed. xD But aside from that, I think it narrows down the target area- remember that all players have a hitbox, so going on the body can be rather inaccurate.

Posted

I have always more than 300 ping since I live in Japan whereas I had 50 when living in

France.

 

I agree it is harder to know where is the opponent with hitsounds when having high ping,but I changed my gameplay and got a kind of sense of where he should be based on his general moves during fight and hitsounds confirming it.

 

Following I am always making a lot of HS, something I could not do without hitsounds to guide me.

Posted

i like hitsounds  normal 1's 

  • Clan Friend
Posted

I have always more than 300 ping since I live in Japan whereas I had 50 when living in

France.

 

I agree it is harder to know where is the opponent with hitsounds when having high ping,but I changed my gameplay and got a kind of sense of where he should be based on his general moves during fight and hitsounds confirming it.

 

Following I am always making a lot of HS, something I could not do without hitsounds to guide me.

Probably you can get used to the delay, after all visual reaction time is slightly slower in humans than reaction time to sounds.

 

I think my aim is better when I have no sound at all (i.e. not even weapon sounds, etc.) in fact I played sometimes with +attack +s_volume 0 binded to mouse1 (and on release I hear sounds again) ^^ so everyone has different preferences.

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