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The unrealistic Buildings in tanki Let's discuss


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The unrealistic Buildings in tanki why do you think after all those years tanki didnt solve the problem of edges and unrealistic increases in buildings in the maps which prevent certain shots 

 

 

tb.jpg

 

tp2.jpg

Edited by shady444
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Simpler hit boxes means less lag. Also, the roof thing is rarely an issue; unless you are in parkour you probably wont end up on the top of a building.

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I don't believe that. Some maps are far bigger and complex and they still run with the same quality.

And I disagree, invisible squared hitbox roof are a plague especially for Bridges map.

Parkour fans are less active and byproduct of the game, quality map for MM should prevail. 

The size of the map has nothing to do with the hitboxes of the buildings. But yeah, your right about Bridges, I cant count the times my perfectly aimed shots have been deflected. After a while I learned how to avoid that... but still.

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Simple math: the bigger the map, the more build and the more hitbox. Bridges is a small map therefore they can afford to have more precise hitboxes without lowering quality.

 

Is there any proof that bigger maps increases the size of the hitboxes of the buildings?

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Not the size, but the number. one hit box per building. More props more hitbox. Count the buildings and the props.

 

Ahh. Now I get it. Thought you were talking about the size of the hitboxes, my bad. :ph34r:

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Simpler hit boxes means less lag. Also, the roof thing is rarely an issue; unless you are in parkour you probably wont end up on the top of a building.

What crack pipe are you smoking?  Shafts get screwed by this issue CONSTANTLY.  Ever since they added buildings in Massacre to replace the craters, Shafts have a hell of a time with the medium range diagonal shots and even some of the long range corner to corner shots.

 

Make no mistake, those hit boxes ARE a problem.

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Simple math: the bigger the map, the more build and the more hitbox. Bridges is a small map therefore they can afford to have more precise hitboxes without lowering quality. 

Im no expert, but Im not sure it works that way. It seems a lot simpler to have a bunch of cubes than less more complicated shapes.

 

What crack pipe are you smoking?  Shafts get screwed by this issue CONSTANTLY.  Ever since they added buildings in Massacre to replace the craters, Shafts have a hell of a time with the medium range diagonal shots and even some of the long range corner to corner shots.

 

Make no mistake, those hit boxes ARE a problem.

I mean, they can be annoying, but if you just learn to avoid them its not that bad. Oh, and us cool kids vape now.

 

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The building hitboxes are fine. They rarely get in the way (sometimes when you play with Magnum). The much more annoying thing is the dead tank hitbox, which is way larger than the model. But I think it's a massive pain to fix it in Flash, so they might only do it once the game is fully migrated to HTML5.

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Plz, this is annoying, the visually clear line of sight is in fact hindered by an invisible wall, this on kill missed, on enemy gone with your flag, this is one battle lost. Just like the hidden bump present on many bridges. If you don't talk about it then it will be ignored.

I get it, but is it worth extra lag? As long as you know about the hitboxes they are easy to avoid in most circumstances.

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Yeah, I have problems with hitboxes, too, but my biggest beef are the signs, they act like another wall. I'm not saying to get rid of them, but to place them in position so tanks can't hide behind them. My Vulcan can't fire over them nor under them. I can think of 4 signs that really tick me off. 

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I think you are over estimating the impact of additional hitbox on lag. Which one anyway, ping or FPS or both?

Year on year computers have increased performances, even old potatoes will be replaced at some point. The idea to use lag as an excuse is obsolete and not tenable, especially that many new and complex mechanism have been added to the game with no impact (overdrive, new turrets, drones, fences...). 

I dont know exactly how it works. Im basing this all off the fact that I heard that some test maps (crash and gallery I think, dont remember them all) were removed due to high lag caused by unusually shaped props.

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interesting, i am not really into this technical stuff. so lets see what ppl have to say

Who was talking about spamming random stuff that you weren't interested in?  :ph34r:

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Viking4s, on 22 Apr 2019 - 14:02, said:snapback.png

I think you are over estimating the impact of additional hitbox on lag. Which one anyway, ping or FPS or both?
Year on year computers have increased performances, even old potatoes will be replaced at some point. The idea to use lag as an excuse is obsolete and not tenable, especially that many new and complex mechanism have been added to the game with no impact (overdrive, new turrets, drones, fences...). 

 

 

Umm, no impact? How about, I literally can't play any non-private battle because of all the lag?

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Umm, no impact? How about, I literally can't play any non-private battle because of all the lag?

If you still play then I have the feeling that it might be bearable and possibly not happening all the time. When it happens you can improve it on your side, check how to do so in this help topic, as you are new you might not know about this useful support site provided and managed by volunteers for the benefit of the community: https://help.tankionline.com/knowledge-bases/7/articles/2361-how-to-reduce-lags

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If you still play then I have the feeling that it might be bearable and possibly not happening all the time. When it happens you can improve it on your side, check how to do so in this help topic, as you are new you might not know about this useful support site provided and managed by volunteers for the benefit of the community: https://help.tankionline.com/knowledge-bases/7/articles/2361-how-to-reduce-lags

Lol I ain't that new. Here is another example of you being a jerk. You see, that may sound nice, but it's extremely venomous. There is absolutely no point in saying that. But, I may follow suite.

 

Considering you don't know how much I play (I'm still signing in), you may want to notice that it hasn't really been bearable since ODs came. At least, not for me. I have been doing private parkour battles (see parkour subforum, "My Journey" topic). So perhaps you could keep your mouth shut when MAKING FANTASIST CLAIMS ABOUT HOW MUCH LAG I HAVE. Believe me, I don't care if you claim it - just keep your mouth shut and your fingers glued to the fridge when doing so.

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Oh, and look at this. They're just poor, helpless volunteers, with the only intent of theirs being to help the community. The way you wrote it was an appeal to pity. You do, I must say, have an excellent grasp of the English language. You twisted that phrase to make it sound like I'm the one at fault, merely for saying that the ODs definitely had an impact on my lag. Pooh, pooh, let's all sympathize with poor @Viking4s, the blokes who maintain the HELP SITE (a novel idea for us noobs) are volunteers!

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Guess who's back, back again

 

Lmao, there's two parts, the visible object and the physical object

The visible part is what you see, the physical part is the interactions you have with the tank and the building, as you see the majority of houses are just a box, but in the visible part they seem to have some curvy roof

 

Om123Hj.gif

 

The red texture is the physical part of the houses

 

 

 

 

 

Gr8 analysis,  kowalski Adriel

PfjASDvRCw.png

 

 

 

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On 4/22/2019 at 8:30 AM, Pyre said:

Simpler hit boxes means less lag. Also, the roof thing is rarely an issue; unless you are in parkour you probably wont end up on the top of a building.

I come from the future and where I come from, Grasshoppers have invaded Tanki.

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