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Hitbox stuff (now with evidence)

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#1
Morquedeas

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Okay so there's been a lot of kerfuffle about hitboxes lately, I've heard they are broken, been made smaller, etc.  But I've seen/heard nothing about this from a dev, and no one has provided real evidence either (shame) so I decided to do some poking to see what the hitboxes look like right now.

One issue is that I found no real information on the old hitboxes (assuming they've been changed) so I have nothing to compare to.  All I found were accounts that hitboxes were "too big" which probably means they extended beyond the visual models.  Currently, the opposite is probably more true, but they really aren't as bad as people seem to think.

And so I'll just state some certainties and trends I've seen:

-There is one hitbox model for each class (A, B, and C)

-Arms (this mostly just means B class mechs) and weapons do not have hitboxes

-Toes/feet do not hitboxes

-C class "wings" do not have hitboxes, although the point of connection to the torso appears to

-Everything seems normal/reasonable on the legs/hips, although it appears to be impossible to shoot between a mechs legs

-The top of the torso hitbox seems a smidgen lower than the models on almost all mechs

-Mech heads/face regions do not have hitboxes

The last point is probably the biggest issue right now, as it is the largest source of discrepancy between the models and the hiboxes, especially on A class mechs.  B class have this issue too, to a lesser degree.  C class mechs are easily the smallest offenders as they tend to have the least protuberant front torso areas.  Put more simply, if you're looking at a A or B class mech from the side, the hibox ends slightly in front of where the weapons/shoulders attach.

Here are some screenshots I edited in paint for like 5 minutes to show roughly what I observed in my testing.  Please don't take these as gospel, they are just examples of trends I saw, and are meant to give a general idea of what hitboxes look like.
 

http://imgur.com/a/FFnsM

 

 

 

 

 

 

 

 

 

 

 

And some links to videos of me messing around with people:





https://www.youtube.com/watch?v=0-A6SuZGTqM

So in conclusion, I think if the top "ceiling" of the torso hitboxes were raised a little, and if the front face of torso hitboxes was brought forward more (more so for B and especially A class), hitboxes would suitably fit the models.  The problem lies with some of the mechs that lack jutting front torso bits, like the Kirby and Civ, on which the model doesn't extend past the hitbox quite as much as on Scout or Assault, for example.

 

There are also some balance problems that accompany reduced hitboxes, such as the effective nerf to splash and especially spread (shotgun) weapons.

Also, thanks to FunkMaster67, FirstRaven, and VVerker for their participation in the testing process.


Edited by Morquedeas, 04 June 2017 - 08:57 PM.

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#2
Gueber

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Nice Work. Used some console command magic to make these.
 

 


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#3
coldform

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old hitboxes were AABBs - axis aligned bounding boxes. literally plain boxes centered on the mech, with the sides of the box aligning with the sides of the mech.  The hitboxes have been traditionally that since forever, until the update.  there was some hubbub in the old forums about the size of the hitboxes, but that was quickly passed over.


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#4
dorobo

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#5
Draigun

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Pretty much confirms why A classes with super speed internals are damn near difficult to hit. Thanks

 

Many other SS mains may agree on this, but in general, the hit-scan playstyle requires constant scanning left and right. It's natural for our shots to hit either left or right - but not up or down favorably. These "new" hitboxes are especially unfortunate for SS mains.


Edited by Draigun, 04 June 2017 - 11:05 PM.

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#6
William_Adama

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have people tried the tech mech hitbox cause ive had a slug round hit me even tho it missed me and I knew it missed cause you would have to be blind not to see purple slug round :teehee:



#7
kennywalker

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But still many ss so aimy even the box smaller



#8
Sp3ctrr

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well the solution is pretty simple isnt it?

 

Just replace all mechs with floating cubes, 10x more immersive and the devs can make the new cubes en masse


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#9
claisolais

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well the solution is pretty simple isnt it?

 

Just replace all mechs with floating cubes, 10x more immersive and the devs can make the new cubes en masse

Also a cube might fit with Howken ascetic: menu UI, flashin chassis, and emoji holos.

 

update: and you dont need to worry about losing cross-class torso customize anymore.


Edited by claisolais, 05 June 2017 - 05:55 AM.

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#10
JackVandal

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Well this explains why trying to hit a closing scout on the nose sucks


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#11
nepacaka

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hovken rule 1: just shoot in torso.


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#12
6ixxer

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Aim for teh ballz.
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