Melee range inconsistencies?

Started 31 Aug 2020
by gotwqqd
in RvR
It seems when I am chasing enemies, I am right on their tails ...yet I’m always out of range.

But when an enemy is attacking me it appears that he is quite far and able to hit me.

What’s the deal? Lag? Poor latency?
Mon 31 Aug 2020 9:04 PM by Chia
OR a Reaver. Flex weapons have longer range
Mon 31 Aug 2020 9:10 PM by Noashakra
you have a longer reach from behind and the reaver even more.
Wed 2 Sep 2020 8:08 PM by The Skies Asunder
I am still convinced that the melee range on this server is far too long. It seems the GMs have coded it to be the same as live, it just doesn't seem to match visually somehow. Though that could be to other factors apart from the actual range.
Wed 2 Sep 2020 8:39 PM by easytoremember
gotwqqd wrote:
Mon 31 Aug 2020 8:51 PM
It seems when I am chasing enemies, I am right on their tails ...yet I’m always out of range.

But when an enemy is attacking me it appears that he is quite far and able to hit me.

What’s the deal? Lag? Poor latency?

It's an issue of latency. The higher your MS the bigger the delay between you starting to move and the server treating you as moving, i.e more MS = enemies hitting you from greater distance in pursuit

The same applies to your chasing somebody; a big MS requires you to be closer on your enemy's heel for the server to treat you like you're just inside melee range. This is most noticeable when you stick someone standing in place, swing one time, that enemy starts running, and then you never swing again even though you've been stuck to them all the while
Thu 3 Sep 2020 12:50 AM by gotwqqd
easytoremember wrote:
Wed 2 Sep 2020 8:39 PM
gotwqqd wrote:
Mon 31 Aug 2020 8:51 PM
It seems when I am chasing enemies, I am right on their tails ...yet I’m always out of range.

But when an enemy is attacking me it appears that he is quite far and able to hit me.

What’s the deal? Lag? Poor latency?

It's an issue of latency. The higher your MS the bigger the delay between you starting to move and the server treating you as moving, i.e more MS = enemies hitting you from greater distance in pursuit

The same applies to your chasing somebody; a big MS requires you to be closer on your enemy's heel for the server to treat you like you're just inside melee range. This is most noticeable when you stick someone standing in place, swing one time, that enemy starts running, and then you never swing again even though you've been stuck to them all the while
I would have thought (and was under impression why /stuck was a thing) that if stuck it would all be okay on server side
Thu 3 Sep 2020 3:04 AM by easytoremember
/stick is client side
All it does is make you follow the model's center where it appears to you locally

A good example of this is when someone windowdrags as they stop & cast- their model continues running forward and /stick has you chase that model, but doing so leaves you unable to melee them, whereas standing at the original point they began the windrowdrag from allows you to hit them even though they don't appear to be there.

A way to observe how far back the server has your own model is comparing how closely your pet stays on you vs other players' pets following them
This topic is locked and you can't reply.

Return to RvR or the latest topics