Donas, on 19 November 2013 - 04:47 PM, said:
I'm curious what people are using to view the new hitboxing. Clicking on body components in the mechlab seems to NOT be an indicator of what the hitboxes are, since the cockpit was reduced, and highlights the whole head area, and since the pelvis still illuminates as part of the CT, and that was one of the core changes to the hitboxing.
Is there somewhere I can be looking to more closely examine the ACTUAL hitboxes?
The highlights (Zomg it's glowing) is not an indicator.
However, "hovering" your mouse to see where it changes what part will select is, as is clicking to see 'where' the changes are.
Example.
- Select a side torso on your Awesome.
- Hover the mouse over the CT.
- Move down to the pelvis.
- Hover around the pelvis. Notice your lower left "outlines" the right leg. Your lower right outlines the left leg.
- Hover upper pelvis. Notice it goes back to outlining the CT?
The actual glowing selection is not representative. But where the mouse goes "outline this part. Outline that part" is representative. You can cross-reference this with Forest Colony testing ground and the Awesome sitting there.
For me the main issue is that you have an easier time hitting the CT from the front-side, than you do hitting the ST.
Specifically it appears that the invisible bounding box from the left-front and right-front favor the CT over the STs even when pointing at the STs. Changing the angle to face head-on, favors the STs over the CTs in the same spots. What this tells me is that there's some sort of bounding box overlap that can only be hit at certain angles. Where this becomes a problem is -- if you're trying to protect your CT, you give these odd angles directly to the enemy which allow them to fry the CT even easier. If you're charging head on (like in my good games), you'll probably die ST when hit in similar spots. (At long range I do tend to twist to protect my body as everyone aims CT).
I'll edit this with better pics tomorrow. My mouse doesn't show in the screenshots.
Here, my mouse is over the pelvis on the center, but slightly off to our right (the mech's left). The left leg highlights showing us that if we shot there it'd be left leg.
Here, my mouse is pointed at the very base of the laser mount. Notice the torso outline is on the LT. A shot there will hit LT.
This image, you can check for yourself, at this angle and pointing at the side-middile-front of the gun (specifically just above the dark gray part of the hand pointed \ that way). Notice what's outlined? CT, but that's on the left torso!
That's a bounding box overlap.
Here, missile pod. I'm pointing at the right-most missile (our perspective); closest to the CT. From the bottom, the second missile tube. Part of the RT. Notice the CT is outlined? But from the front, this issue doesn't exist. Only from this approximate angle.
Remember that hit boxes are very simplified. For example the Catapult is a pyramid with two cubes for shoulders and multiple boxes for legs. The front of the Awesome is a rhombus on the edge of a rectangular prism with another rectangular prism for the head. That rhombus is overlaping the cubes representing left and right torsos but only at a weird angle.
Edited by Koniving, 19 November 2013 - 05:46 PM.