It bugs out the hitbox of whatever weapon you are using giving it longer reach than what actually shows, I can't count the number of times ive been hit by a 100% miss understab that just somehow magically reaches me.
@Huggles said:
FOV issue with the camera not being directly on your eyeballs. The stab is not broken and on his screen he very clearly hit you.
so the only way to predict hits is to lower your fov to 50 so you can actually see what your character sees? On my screen it looks like hes a whole meter off my face
That's not broken whatsoever. He's simply performing a right underhand thrust while looking up to mask the Distance and the look of his attack to hit you. I do these occasionally with 2h swords like the Estoc, which is suited for it perfectly.
@ArmedSpartan said:
That's not broken whatsoever. He's simply performing a right underhand thrust while looking up to mask the Distance and the look of his attack to hit you. I do these occasionally with 2h swords like the Estoc, which is suited for it perfectly.
he's not masking the distance, look at the clip and screenshot, on my screen i can very clearly see the tip of the blade NOT hit my character, its not even close, but like the other guy said its probably a camera issue
@Huggles said:
FOV issue with the camera not being directly on your eyeballs. The stab is not broken and on his screen he very clearly hit you.
so the only way to predict hits is to lower your fov to 50 so you can actually see what your character sees? On my screen it looks like hes a whole meter off my face
no, you just get used to it and learn that it doesn't have to go through your camera to hit you.
Setting camera distance to 0 or forward can make it less egregious for minimum FOV cost
@Huggles said:
FOV issue with the camera not being directly on your eyeballs. The stab is not broken and on his screen he very clearly hit you.
so the only way to predict hits is to lower your fov to 50 so you can actually see what your character sees? On my screen it looks like hes a whole meter off my face
no, you just get used to it and learn that it doesn't have to go through your camera to hit you.
Setting camera distance to 0 or forward can make it less egregious for minimum FOV cost
Is there still a camera distance option? I remember there being one in alpha but I can't seem to find it
@DOESNOTCOMPUTE said:
It bugs out the hitbox of whatever weapon you are using giving it longer reach than what actually shows, I can't count the number of times ive been hit by a 100% miss understab that just somehow magically reaches me.
Yeah that looks like it's connecting as intended - I feel your pain 100% though.
I get clipped by these pretty regularly as I frequently try to matrix out of a stab if there's enough distance.
It's just the camera that's broken :) Totally not important in a game where you're swinging large deadly weapons at each other and need to keep track of the length of their weapon. /s
It bugs out the hitbox of whatever weapon you are using giving it longer reach than what actually shows, I can't count the number of times ive been hit by a 100% miss understab that just somehow magically reaches me.
https://clips.twitch.tv/SparklyEnthusiasticSoybeanTinyFace
example
Image example:

FOV issue with the camera not being directly on your eyeballs. The stab is not broken and on his screen he very clearly hit you.
The animation is horrible on lower stabs though. The first guy who had figured it out a few months into alpha made a career on that.
That's why I wish we had it on bind stab, it's a big disadvantage as it only has mid stab lmao.
Looks like a clear hit
so the only way to predict hits is to lower your fov to 50 so you can actually see what your character sees? On my screen it looks like hes a whole meter off my face
That's not broken whatsoever. He's simply performing a right underhand thrust while looking up to mask the Distance and the look of his attack to hit you. I do these occasionally with 2h swords like the Estoc, which is suited for it perfectly.
he's not masking the distance, look at the clip and screenshot, on my screen i can very clearly see the tip of the blade NOT hit my character, its not even close, but like the other guy said its probably a camera issue
no, you just get used to it and learn that it doesn't have to go through your camera to hit you.
Setting camera distance to 0 or forward can make it less egregious for minimum FOV cost
Is there still a camera distance option? I remember there being one in alpha but I can't seem to find it
Yeahh can we get some view model options? I find it odd having a view of my hands designed for like 90fov when i am using 130.
Yeah usually I get motion sickness by the viewmodel
Yeah that looks like it's connecting as intended - I feel your pain 100% though.
I get clipped by these pretty regularly as I frequently try to matrix out of a stab if there's enough distance.
It's just the camera that's broken :) Totally not important in a game where you're swinging large deadly weapons at each other and need to keep track of the length of their weapon. /s
Set fov to 101 and try out r.upscale.panini.d 0.1