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Intelligent Hitboxes - The Return


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#161 Tweaks

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Posted 30 September 2013 - 11:35 AM

View PostCarrioncrows, on 30 September 2013 - 11:32 AM, said:


I put a lot of work into all the threads that I believe matter.

If it doesn't go through it won't be because of failure on my part to explain it. However I also don't expect them to come right out and say: "Hawt Damn, Crow. This is a great idea! We will be using it. Here is 1 Free Internet!"

Sadly I blame myself at the Launch Event for not tackling a Senor PGI guy and getting them to look at this.(*sheepishly*, was rather busy) Until then I guess i'll just have to wait till the next "Ask the Dev's"

*shrug*

I at least like to think it's drawn someone's attention.

If not in ATD you should post it in NGNG's forums so they ask about it on their next podcast... I'd be curious to know if they even have plans to review some of the hitboxes the way you described at all or if they are satisfied with the way they are now.

#162 Carrioncrows

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Posted 30 September 2013 - 11:54 AM

View PostTweaks, on 30 September 2013 - 11:35 AM, said:

If not in ATD you should post it in NGNG's forums so they ask about it on their next podcast... I'd be curious to know if they even have plans to review some of the hitboxes the way you described at all or if they are satisfied with the way they are now.


Well the answer to that is: Yes, they do plan on reviewing hitboxes on some mechs.

And then it's on to the next question.

Though NGNG is a good source for all sorts information, it has been my experience that NGNG isn't a great source for detailed guts and gears technical questions like mine. Not that they haven't gotten into issues like this in the past, it's just that the format of NGNG tends to compress things without getting into the heart of the matter.

And my proposal at the very minimum requires lots of pictures to both explain the problem and what a "potential, or at least my solution" to the issue is.

They let me pull a dev or someone into Teamspeak I will lay out this bag of snakes and all the other ones I had where I did lots of videos for them. See here: http://mwomercs.com/...rior-balancing/

*shrug*

A guy can hope that with Quality, insight with a decent dose of common sense one could spark the attention of the developers. We shall see.

#163 Redda

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Posted 30 September 2013 - 12:57 PM

Great post Carrioncrows sir, You made some valid points. Aside from not mentioning death from cockpit damage as well, kind of I given I guess, I am curious to see what this does to the XL v.s. Standard engine builds, if implemented. Also I hope when they do a pass of hitboxes they make smaller changes then some of the other "Fixes/Patches" they have made. In my opinion I would rather have 2 or 3 smaller changes than 1 really big one. I understand this may be an issue of a smaller staff, if so no worries. Just my 2 cents.

#164 Nicholai Matowski

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Posted 30 September 2013 - 04:52 PM

simple explaination for the hitboxes being how they are:

It's just easier to do it that way.

#165 K1ttykat

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Posted 30 September 2013 - 07:30 PM

I totally agree on the hitbox sizes! A very good idea.

I don't agree that you should be fine with both legs destroyed, I like that it kills you. The only thing you should be able to do with no legs is shoot from where you lay but that's not in the game at this point. If you can't die from losing your legs it will basically just mean people stripping most of the armour off them.

#166 SaJeel

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Posted 30 September 2013 - 08:22 PM

yes yesyesyesyeys =D oh and +1...actual +2...you know what +121345 yea thats about right XD

One thing I will say is that THese adjust hitboxes would have to appear in the mech lab, ie when a player selects the arm of the awsome it would have to show all the parts that count as the arm<via highlighting changing color what ever, this way new players can understand the hitboxes of their mech/other mech

Right now I really do feel that mechs, though there are alot of them they lack variety, and some are just plain better. Playing with the Hitboxes could make each mech very unique, and not in a "oh look a hunchback there goes his shoulder" kinda way.

My grammer is bad and i feel bad no need to poaint it out XD

Edited by SaJeel, 30 September 2013 - 08:37 PM.


#167 BlackDrakon

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Posted 30 September 2013 - 08:47 PM

I completly agree with this guy. PGI should really take this as a great example on what to do with hitboxes.

#168 Aym

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Posted 30 September 2013 - 09:07 PM

I like what you've done here bro, but some/most of those CT's are still a LITTLE too slim, but definitely the right direction and if NOTHING else, the change to the Legs/CT would be a HUGE improvement in the durability and therefore Mech-Feel of the game.

#169 GalaxyBluestar

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Posted 30 September 2013 - 10:05 PM

Posted Image

as we know the start of these problems was realised by the community when the stalker replaced the awesome. thus polls sprung up about reducing catapults and awesomes sizes and make the stalker bigger. this too is down to hitboxes as well. over time we've seen trebs kintaro's quickdraws awesomes etc suffer for hitboxes and scaling. remember pics like this?

Posted Image


we know that bigger size mechs suffer HEAVILY in combat along with their hitboxes... would this not be the perfect counter for CLAN TECH? balance the equipment with mechs that are proportoinally BIGGER than IS counterparts? lets see...

Posted Image
what a fearsome bunch but lets see what they look like against IS mechs...

Posted Image

OMG they're barns compared to some IS mechs, surely big overgrown bullet magnets will counter the tech. we've seen it work on kintaro's etc huge hitboxes don't compensate well for "superior firepower", being this easy to hit is a serious drawback. would it counter clan tech? well it would be best to implement it like this and if clanners are still op THEN we can nerf the equipement to balance.

so how bout it pgi?

Edited by GalaxyBluestar, 30 September 2013 - 10:06 PM.


#170 Carrioncrows

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Posted 01 October 2013 - 06:06 AM

View PostAym, on 30 September 2013 - 09:07 PM, said:

I like what you've done here bro, but some/most of those CT's are still a LITTLE too slim, but definitely the right direction and if NOTHING else, the change to the Legs/CT would be a HUGE improvement in the durability and therefore Mech-Feel of the game.


Which mechs do you feel the CT is "too" slim?

I tried to correlate the slimmer the CT with how far it "Juts" out from the mech. Like the catapult, stalker and dragon I tried to make the smaller of CT's because you can still hit them if you aim right from most directions. It would be a challenge, but you could still do it if you were an excellent gunner.

#171 Skiddywinks

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Posted 01 October 2013 - 07:31 AM

Excellent post. I hope PGI take some hints.

#172 Carrioncrows

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Posted 01 October 2013 - 07:45 PM

View PostSkiddywinks, on 01 October 2013 - 07:31 AM, said:

Excellent post. I hope PGI take some hints.


That's the Idea. =)

#173 GalaxyBluestar

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Posted 02 October 2013 - 08:01 PM

bump for good idea

#174 Earlito

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Posted 03 October 2013 - 01:53 PM

And bumped again, for this well written and thoughtful post.
Thx for that.

#175 TexAce

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Posted 03 October 2013 - 03:35 PM

While I like your proposal I wouldn't set the gyro (the hip part between the legs) as part of the legs but make it its own gyro hitbox.
If you destroy it the mech has:
- a tendancy to fall down on every step when driving maximum new speed
- or when firing heavy ballistics or missiles
- torso movement speed is halved, as well as upper torso rotation speed and rotation range
- speed is halved too

Edited by TexAss, 03 October 2013 - 03:37 PM.


#176 Carrioncrows

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Posted 03 October 2013 - 03:37 PM

View PostTexAss, on 03 October 2013 - 03:35 PM, said:

While I like your proposal I wouldn't set the gyro (the hip part between the legs) as part of the legs but make it its own gyro hitbox.


Huh?

What gyro?

#177 Daekar

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Posted 03 October 2013 - 03:40 PM

Excellent work, OP.

Would love to see these changes made, especially since darn near every 'Mech I've chosen to master has a damn barn door for a CT.

Catapult, Dragon, Orion.

Only my BJ doesn't get cored constantly, but it's so slow and lightly armored that it doesn't matter.

#178 TexAce

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Posted 03 October 2013 - 03:41 PM

View PostCarrioncrows, on 03 October 2013 - 03:37 PM, said:


Huh?

What gyro?


the gyroscope that is in every mech's center torso, which is essential for the mech to walk at all. Without it it would just fall down. It's the part between the legs on every mech we have. Its the Atlas' fat a$$.

Edited by TexAss, 03 October 2013 - 03:42 PM.


#179 Daekar

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Posted 03 October 2013 - 03:42 PM

View PostTexAss, on 03 October 2013 - 03:35 PM, said:

While I like your proposal I wouldn't set the gyro (the hip part between the legs) as part of the legs but make it its own gyro hitbox.
If you destroy it the mech has:
- a tendancy to fall down on every step when driving maximum new speed
- or when firing heavy ballistics or missiles
- torso movement speed is halved, as well as upper torso rotation speed and rotation range
- speed is halved too


This won't work, 'Mechs don't have armor assigned to this area, among many other reasons that we must stay with the sections already established.

#180 TexAce

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Posted 03 October 2013 - 03:44 PM

View PostDaekar, on 03 October 2013 - 03:42 PM, said:


This won't work, 'Mechs don't have armor assigned to this area, among many other reasons that we must stay with the sections already established.


it would share armor and internal hitpoints with the center torso. Like its also sharing the space in the center torsos slots.

A gyro takes up 4 of the 12 slots in a center torso.
So it would take 1/3 or armor points and 1/3 of internal points.
Together with the proposed hitbox change in the torso it would be perfect.

Edited by TexAss, 03 October 2013 - 03:45 PM.






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