Added: 3 years ago
From: scumsberg
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  • Use visor skin Keel Grunt etc skins head was out of the hitbox. 

  • this is why black ops fails... it still uses the Q3 engine lol! i often shoot people and the ping lag plus bad hit boxes have made it look like i have just shot the other side of the map

  • @kragle2008 Why would you bring up that mushy abortion of a game?

  • @omniscientantipathy because the black ops engine still uses the original engine port from Quake 3 Arena! :D its actually pathetic isnt it... but tbh the single player is amazing i cant fault that.. so many things you can do and it looks very realistic just the multi player looks directly like its come from Quake 3... aint good man

  • Keel and tankjr has the same hitbox problem. Thats why use visor in the old days

  • well its because the changeable model i think

    same problem@warsow

  • there was mics on ql?

  • Quake live is fucken trash compared to normal Quake 3 Arena

  • Quake live is fucken trash compared to normal Quake 3 Arena

  • thats crap

  • there vent on quake live?

  • youtube comment system sucks just as hard as the hitbox issue.

  • It just got fixed last update with the new cylinder hit-boxes. they added a head box now.

  • @SickzorOne Cool stuff.

  • That's why GRUNT KICKS FUCKING ASS!!!

  • noob

  • your crosshair is right above the shoulder, so i guess it should miss. The rail beam does look like it hits, but according to crosshair it shouldnt ;)

  • Junker, if you look at the video you see the crosshair is on the forehead :)

  • Well, the hitbox doesnt cover the whole model....So shooting there will miss...Hitbox is the same for all model to make it fair, otherwise a big model would give a bigger hitbox making it easier to hit...

  • wttttttttttttf. you have a shoulder in ur face??

  • Please, Bring it on :) Try reading my comment, it actualy tells you why these things happen in game ;) I only tell it like it is...

  • If hitboxes will be matched to the models, players with small model get advantage. So hitboxes the same for all models, It better decision for game balance. Tryout find you personal comfort model for enemy, it always possible with cg_forceenemymodels

    And dont forget, this game has 10 yers old.. i think she possible older then second guy in TeamSpeak on video...

  • This is Quake Live, not Quake 3...

  • Comment removed

  • seta cg_forceenemymodels "keel/sport" and shazaam problem solved. I don't know a single player that is not using this cvar. srsly.

  • I really don't understand how you people can complain so much. This game is FREE! Its as simple as don't like it, don't play it.

  • Shit is free would you play with it?

  • omg lol.

    I'm going to remember this one

  • @KrishnaNL80

    LOL

    And just look up the most stupid thing in quake live ammo boxes they are useless they give you 1/4 of ammo and they respawn in 25 seconds while weapons give you 2/4 of ammo and they respawn in 3 seconds wtf?

    In quake 3 arena weapons gave you 2/4 of ammo and after that only 1 ammo up so picking up ammo boxes was a must.

    And weapons were respawned after 10 seconds.

  • @PhreakStep

    Weapons are more contested and usually harder to reach than ammo boxes. Also, the weapons don't respawn every 3 seconds. They do respawn every 5 seconds in FFA and CTF. Since lots of weapons are necessary there. But in TDM and Duel they respawn in 15, and in ProTDM they respawn in 25 or something.

  • @KristusTF

    If that would be the case then QL shoould have same settings as Q3A but they don't weapons in duels respawn in 3-5 seconds not 15.

    And I was talking mainly on duels.

  • Ah, doh. I had a brainfart. Yeah you're absolutely correct weapons generally respawn in 5 seconds in Duels. There are some special cases though like the Rail in Vertical Vengeance that respawn in 15 so you can deny it.

  • I think that they should make the hit boxes the same size as the larger models.

  • keel/bright is currently the way to go when considering the hitboxes, sounds and visibility.

  • Your complaint is legitimate. The problem is, if id made hitboxes to correspond to the character models, everyone would pick the thinner/smaller skins in order to make themselves harder to hit. And Satan knows how many Bones, Slashs and Orbbs I already see in QL.

  • im using cg_forceenemymodels tankjr/bright and everything is fine.

  • I knew there was something terribly wrong with this game compared to Quake 3 Arena.

  • that problem was in q3a

  • This bug is STILL unfixed ;( Lazzy ID Software...

  • its not a bug. the hitboxes remain the same regardless of which model you are using. try keel/bright for a close consistency

  • This isn't a bug

  • sounds E.T.Q.W. (enemy territory quake wars)

  • Get a new browser or delete your history. I suggest getting Firefox though.

  • Quake live doesn't even run on Opera.

  • Cry me a river! I'm not the best at Q3A or QL by any means, but I've managed to get first place in a number of rounds, so this problem isn't worth bitching about. I never, ever aim at the heads anyway, and I suspect most players are the same.

  • He's not crying, he's just pointing out that something is wrong. Since its beta it might get fixed/improved. And noone cares about your leet ql skills. sorry.

  • You guys realize Quake live is still beta right ?

  • you aim for the belly of the model... why would you ever aim for the head lol.

  • the whole model should be shootable don't be silly.

  • use the correct competitive model and it is. they wanted to make it a bit of fun for the nubs so they made models with different sizes but they will ofc have the same hit box size or else would people just use the biggest one.

  • true thats why i use keel but this guy isn't very diffrent from keels model yet the hitboxes are way off.

  • agreed. however even with keel it seems a little flawed. let alone tankjr

  • I dont think anyone would supposedly aim for the head. however I think you're right, you should be able to shoot what you see from the model.

  • I don't know what they make with the hitboxes but in q3 i had 25-30 % accuary and in here i have got 40-50%. i played 2 year q3 instagib and after i go there..

  • They fattened up the hitboxes horizontally so it's easier to hit (lag not withstanding), but they didn't increase the vertical hitbox so a lot of shots still go through people's heads, shoulders and on the largest of models, other places as well.

  • the hitbox is also your box for collision.

    they didn't touch the hitboxes because it would potentially mess up jumps, etc. however, what they did change is models do try and scale to fit the hitbox.

    apparently this doesn't work so hot, but syncerror has said they will be making improvements as they go.

  • cg_forceenemymodel "keel/bright"

    or visor/bright

    try it with that, and see if 'headshots' hit.

  • buggy and annoying as it may be... overall the good players win and the not so good dont

  • Agreed, the fact it's still a beta also means that most of the bugs will be ironed out fairly efficiently.

    Most games are still sorting quirks like hitboxes way after commercial post beta release anyway via updates. Considering the update system id are using for QL - this probably won't stay a problem for very long.

    So far, I'm really liking the idea of community and player stats recording that they're pulling off in this game.

  • Are you retarded? Its the same shit as with cs 1.6 and CS:S Why veteran players love to play CS 1.6 instead of CS:S? Because its shit like quake live. -No need to pickup ammo because it gives you 5 and weapon gives you 10 everytime. -Faster rocket -Messed up hit boxes -LG is owerpowered and can hurt you even if it misses you. -power ups spawn quickly What you have is good game for noobs but not for veteran players. Its not Q3a its a different game with q3a look you have to get used to it.
  • go fuck yourself and dont ever talk to me again.

  • Ok?

    How old are you 10?

  • Everything in that list sounded right, except the LG part, they weakened it for QL. Besides have you ever used the quake 1 lightning gun ;)

  • I am not talking only about damage but kickback is insane if you are against the wall or going in air the weapon will have same effect as stun.

  • In that case yeah I agree with you, it is ridiculous.

  • It's still in Beta and many of the admin on the forums have admitted that this is an issue that they're resolving.

  • Every Quake game I've played has had issues with hitboxes. Worst was Enemy Territory.

  • who in the hell goes for headshots in quake? haha

  • No, really?  You mean there's no headshots in QUAKE?

    Only Quake 3 players would defend hitboxes -this- bad. Maybe y'all should try another Quake game.

  • quake live and quake 3 are practically the same game....i think YOU should try a diff quake game.

  • That's the point. Quake 3 was inherently broken in its hitboxes and netcode from the start and it translated over to Live. What you see in these comments are Q3 fans who are butthurt about anyone who points it out.

    Play more Q1/2/4 people.

  • or how about do what everyone does and shoot and the stomach. i dont know why you would want to go for headshots anyway since the game is so fast paced.

  • I suppose it's a case of disliking inconsistency in a competitive game. For me coming from Quake 1 and 2 to 3 was horrible. Rails that should have hit, don't hit, and rails that shouldn't hit, hit because the hitbox lags 3 feet behind the player. They're really big flaws compared to the rest of the series and it's disappointing more wasn't done to fix it in Live.

  • QL is still in the beta. there's going to be a good bit of flaws.

  • Hmm yes, obviously I enabled "noob mode" while recording this video.

    U mad?

  • this bug is commonly known. You should go CS if you havent realized that you get the best results when aiming behind a moving target.

  • you don't aim for the head lol.

  • Lawl. This is a major bug, and there's quite a few threads about it on the forums. It should be fixed relatively soon.

  • u mad?

  • u real mad?

  • Sounds like a tear.

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