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Commando Hitbox Issue (Repeatable In Testing Grounds)


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#1 jeffsw6

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Posted 08 April 2013 - 01:37 AM

After reading another poster's complaint about the Flamer, and knowing he had not researched what's actually wrong with it, I dropped to the Testing Grounds to collect some hard information for a response.

The first mech I found happened to be a Commando. I noticed that shooting it from a profile-view, that is, facing its arm, resulted in arm damage until that arm blew off. After that, my shots either struck the arm on the far side of the mech, or did not register hits at all. These shots clearly should have hit the side or center torso, but they did not.

I bet this is not specific to the Commando. There is no way I should ever miss a mech when I am stationary, it is stationary, and my weapons are aimed right at him. I guess I feel a little better about all those times I couldn't kill a Commando but ... wow, this should be fixed.

EDIT: My range to the mech was 63m, by the way. It's not like I was shooting it from across the map and there is no reason my shots should have missed other than bugs / hitbox fail.

Edited by jeffsw6, 08 April 2013 - 01:38 AM.


#2 matux

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Posted 08 April 2013 - 01:47 AM

You can hit the front CT on the cent in frozen city from behind. to lazy to record it but but repeatable in testing grounds too.

#3 Chemie

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Posted 08 April 2013 - 03:09 AM

and spiders legs take 10% of the damage (they fixed only the raven hitboxes it seems due to the raven hater but all ights have the issue)

#4 Roadbuster

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Posted 08 April 2013 - 03:54 AM

Thx for testing this.
Looks like there are still more problems with the hitboxes than we know.

#5 Appogee

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Posted 08 April 2013 - 04:02 AM

I am finding circling Cents indestructible, even though I appear to be landing 4xMLs on them with regularity.

I thought it was lag, but maybe it's the hitbox?

#6 jeffsw6

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Posted 08 April 2013 - 04:41 AM

View PostAppogee, on 08 April 2013 - 04:02 AM, said:

I thought it was lag, but maybe it's the hitbox?

That's basically what I think. I don't even fire guns against lights unless they are running straight toward/away from me, I only fire lasers, so I know it is not lag that's giving me trouble.

#7 Belorion

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Posted 08 April 2013 - 04:51 AM

View PostAppogee, on 08 April 2013 - 04:02 AM, said:

I am finding circling Cents indestructible, even though I appear to be landing 4xMLs on them with regularity.

I thought it was lag, but maybe it's the hitbox?


Yeah, I think there may actually be something wrong with the cent that lets it zombie way past what anything else could take. Either that or I am just a lot luckier when I drive a cent.

#8 Flashback37

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Posted 08 April 2013 - 05:04 AM

There's definitely a problem with the atlas as well.
I was testing a config against an Atlas and after taking out a side torso, it took over another 120 pts damage to kill it.
Stationary mech, 3 LL all shots fired in the same location (from the side, into the open torso. all shots should have gone straight into center torso/internals) This doesn't happen all the time but can be repeated.

#9 AnnoyingCat

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Posted 08 April 2013 - 05:07 AM

So... No one's aiming?

#10 Arete

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Posted 08 April 2013 - 05:10 AM

Not sure what you're doing, but if you hit a part of a mech that's been destroyed damage transfer is reduced. So if you get a side torso and then continue firing into the "dead" part, all damage isn't transferred to the adjacent part.

#11 jeffsw6

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Posted 08 April 2013 - 05:18 AM

If you are shooting a mech from the side and its arm is blown off, the damage should impact .. whatever part it ******* impacts. That's going to be the CT or ST. If it is magically going all the way through and hitting the opposite arm, which you do not have LOS on, something is wrong. If some of the damage is not being done at all, something is wrong. Both these cases are repeatable in the testing grounds today.

Hitboxes are bugged, period.

#12 Roland

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Posted 08 April 2013 - 05:25 AM

It would be useful if you recorded a video of this occuring.

#13 jeffsw6

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Posted 08 April 2013 - 05:36 AM

I don't think a video is necessary. Anyone can go into the testing grounds and repeat it. This means the Q/A people at PGI can do it too. If they don't already know about this problem, then they are ... not assuring quality, that's for sure.

#14 Grayseven

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Posted 08 April 2013 - 05:41 AM

I've noticed some odd things lately such as Cent's that take 3 AC40 shots to the chest or light mech legs getting hit by quad LL's and not even going red but I attributed it more to lag than to hit box issues...

#15 Arete

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Posted 08 April 2013 - 05:43 AM

I'll try and check this in a live game tonight.

#16 stjobe

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Posted 08 April 2013 - 05:56 AM

View PostArete, on 08 April 2013 - 05:10 AM, said:

Not sure what you're doing, but if you hit a part of a mech that's been destroyed damage transfer is reduced. So if you get a side torso and then continue firing into the "dead" part, all damage isn't transferred to the adjacent part.

I think this is a pretty plausible explanation of what's happening. The arm graphic is removed, but not the arm hitbox. It's still there, and it reduces the damage that transfers into LT/RT.

Of course, the arm hitbox should be removed with the arm graphic and the shots should hit side torsos/center torso instead.

It doesn't quite explain why the opposite arm sometimes take damage, but that might be the same bug that lets the front torso take damage from rear shots and vice versa.

Edited by stjobe, 08 April 2013 - 05:57 AM.


#17 jeffsw6

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Posted 08 April 2013 - 06:02 AM

View Poststjobe, on 08 April 2013 - 05:56 AM, said:

I think this is a pretty plausible explanation of what's happening. The arm graphic is removed, but not the arm hitbox. It's still there, and it reduces the damage that transfers into LT/RT.

This is not the way the game should work, though. If actually removing the hitbox is too hard to code (wtf) then it should simply cause all damage that lands on a missing component to strike the center torso, IMO.

#18 stjobe

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Posted 08 April 2013 - 06:09 AM

View Postjeffsw6, on 08 April 2013 - 06:02 AM, said:

This is not the way the game should work, though. If actually removing the hitbox is too hard to code (wtf) then it should simply cause all damage that lands on a missing component to strike the center torso, IMO.

If you had continued to read my post, I said pretty much that.

#19 Ghogiel

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Posted 08 April 2013 - 06:56 AM

View PostAppogee, on 08 April 2013 - 04:02 AM, said:

I am finding circling Cents indestructible, even though I appear to be landing 4xMLs on them with regularity.

I thought it was lag, but maybe it's the hitbox?

Just leg them. No amount of torso twisting will spread the damage on it's legs.

PUGs with just throw a crap ton of wasted firepower their way and your team will get cut to shreds unless it is taken down asap.

#20 Flashback37

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Posted 08 April 2013 - 09:03 AM

I just tested this twice in the testing grounds: Image at just over 50 meters, using 3LL, after the arm and torso were taken out it took 22 salvos to finish killing the Atlas, tested at 100 meters: 3 salvos to destroy the arm, 8 to destroy the side torso, 23 more for the kill. My Stalker was not moving and the crosshairs never moved after the first shot fired.
Bug, feature, whatever, this is what I got.
I wonder if the problem lies with the testing grounds?
Posted Image





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