Carrioncrows, on 10 August 2013 - 03:04 PM, said:

Here is my policy when it comes to hit boxes.
If I torso twist and turn away from my attacker and you can still hit my CT, then it's a bad design.
The whole point of rolling your torso and physically having your mech turn away from the attack is to protect your damaged locations.
If the hit boxes are so big you can not do that, then it's a bad design.
This more so than anything else is why the pelvis / hip area needs remapped.
While we're at it, I have some bad news for you. If the Orion in-game model follows the concept art at all closely, it's going to have some serious problems. You're sectioning off the sides of the CT as though they should count for side torso hits. (and on most mechs, they should). Unfortunately, in the PGI design bible, when the CT juts out, the sides of the CT are still counted as the CT. Just look at the Awesome, Dragon, and Jenner. All three have protruding ridges that form the CT, and on all three, that is counted as a CT hit instead of side torso. While this doesn't make a huge difference when one of these mechs is staring straight-on, the game is played in a 3d space, and this adds immensely to the surface area of the CT, which in turn gets these mechs killed all that much more often. I won't deny that they all have big CTs to begin with, but the sides counting as CT as well does not help at all. My experience in these mechs has been that this makes it very difficult to spread damage.
Here, I knocked together a quick image of what I mean. Contrast what your ideal is with what I am almost certain the final hitboxes will actually be. Note also that the area in purple could be either arm or side torso, and what it winds up being will have a huge impact on how good the orion is- see also the Awesome's shoulderpad problem.
