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#101 Khobai

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Posted 01 November 2013 - 08:35 AM

Quote

I agree with you in theory, as it will definitely be a problem with Timberwolf-type mechs, whether they put the missile pods as part of the arms or torso actually, but you can't just add a whole other section of armor for specific mechs without negatively affecting every other mech.


They wont add new hit locations for the Mad Cat. Because it's not canon. Plus it be really unfair for all the other mechs that have bad hitboxes.

#102 RavensScar

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Posted 01 November 2013 - 10:21 AM

View PostGreyGhost, on 01 November 2013 - 05:56 AM, said:

As to the hunch, making the hunch itself a seperate part and NOT side torso would be helpful. It's a damned good little mech, but it has bad hitboxes on the hunch. First, you can shoot the actual hunch from any side, and it's side torso damage. The hunch should use CT armor values, but we also don't want our CT as vunerable as that huge hunch is. So making the hunch part of the CT would help, but it would hurt in another way. (Much more vunerable CT.)


Personally, I feel this is a terrible idea. As pointed out, just adding hitboxes because a location is a bit big and easy to hit isn't going to help at all.

I've always felt that the hunchie's hunch is fine, and I play hunchies quite a lot. It's the balancing factor to what is otherwise a very powerful mech. The hunchback can pack incredible raw firepower for a 50 ton mech. Add to that high-mounted weapons allowing you to ridge-hump very effectively, and a tiny centre torso.

The trade-off is that all that nice, high-mounted firepower is vulnerable. Bear in mind that the location is still carrying probably 45 points of armour (if you do the usual trick of sticking 2 or 3 points on the tiny rear-side torso.)

Yes, in a straight-up fight you will probably lose your hunch. But you're running a medium, why are you getting into a straight-up fight?

#103 Heffay

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Posted 01 November 2013 - 10:35 AM

I could see them adding a damage reduction component to the extra components. They would still be RT/LT, but any damage to them does 50% less. You can still blow them up, but it'll take a lot of extra work.

#104 Ronious

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Posted 01 November 2013 - 11:05 AM

I just hope that all the mechs are looked at. A large amount of the blame seems to be put on the Spider. My experience is that hit detection is an issue for all mechs. I've come across Spiders I couldn't kill but I've also dumped laser after laser into the back of an Awesome and not had the damage register (not good when your mech's strength is to hit and run). I have been piloting a Spider since they came out (back when everyone thought they sucked) and continue to pilot one to this day. I may have more time in it than all my other mechs combined. My fear is the trend of the devs placating to those who cry the loudest. They also have a history of over-correcting (not a dis to the dev, just constructive criticism). My mech shouldn't explode just because you look at it funny.

#105 Cimarb

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Posted 01 November 2013 - 11:21 AM

View PostRonious, on 01 November 2013 - 11:05 AM, said:

I just hope that all the mechs are looked at. A large amount of the blame seems to be put on the Spider. My experience is that hit detection is an issue for all mechs. I've come across Spiders I couldn't kill but I've also dumped laser after laser into the back of an Awesome and not had the damage register (not good when your mech's strength is to hit and run). I have been piloting a Spider since they came out (back when everyone thought they sucked) and continue to pilot one to this day. I may have more time in it than all my other mechs combined. My fear is the trend of the devs placating to those who cry the loudest. They also have a history of over-correcting (not a dis to the dev, just constructive criticism). My mech shouldn't explode just because you look at it funny.

I just had a match last night where I (in a SHD) stood behind a spider, which was also standing still, sprayed three machine guns and spammed two SSRMs over the time it took me to make 4-5 ERPPC shots into its back and left side by the dropship in City Night, from about 40-50 meters away, and was killed by another light before I killed the spider. I am not the greatest shot in the world, but they were splatting off of his armor the whole time and from that distance I would have to have been missing intentionally to NOT have hit him... I think Spiders are fun to play, but there is definitely an issue. I actually think I have better luck shooting at them while we are both moving than when standing still.

View PostHeffay, on 01 November 2013 - 10:35 AM, said:

I could see them adding a damage reduction component to the extra components. They would still be RT/LT, but any damage to them does 50% less. You can still blow them up, but it'll take a lot of extra work.

No. Don't add more difficulty to the system. This is the "ghost armor" method that someone mentioned earlier.

View PostKhobai, on 01 November 2013 - 08:35 AM, said:


They wont add new hit locations for the Mad Cat. Because it's not canon. Plus it be really unfair for all the other mechs that have bad hitboxes.

There are a LOT of things in the game that are not canon currently. I'm not saying they will add it, and they probably actually won't, but that would be the most consistent and user friendly way to go about handling this issue.

Edited by Cimarb, 01 November 2013 - 11:38 AM.


#106 Galil Nain

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Posted 01 November 2013 - 01:06 PM

View PostCimarb, on 01 November 2013 - 11:21 AM, said:

I just had a match last night where I (in a SHD) stood behind a spider, which was also standing still, sprayed three machine guns and spammed two SSRMs over the time it took me to make 4-5 ERPPC shots into its back and left side by the dropship in City Night, from about 40-50 meters away, and was killed by another light before I killed the spider. I am not the greatest shot in the world, but they were splatting off of his armor the whole time and from that distance I would have to have been missing intentionally to NOT have hit him... I think Spiders are fun to play, but there is definitely an issue. I actually think I have better luck shooting at them while we are both moving than when standing still.


Ermmm... Did you forget the bit about ERPPCs having a MINIMUM range of 90m???

#107 Voivode

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Posted 01 November 2013 - 01:20 PM

View PostGalil Nain, on 01 November 2013 - 01:06 PM, said:


Ermmm... Did you forget the bit about ERPPCs having a MINIMUM range of 90m???


The ERPPC doesn't have a minimum range, only the regular PPC does

#108 Voivode

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Posted 01 November 2013 - 01:29 PM

View PostCimarb, on 01 November 2013 - 06:56 AM, said:

I agree with you in theory, as it will definitely be a problem with Timberwolf-type mechs, whether they put the missile pods as part of the arms or torso actually, but you can't just add a whole other section of armor for specific mechs without negatively affecting every other mech. Does the Thunderbolt get the same buff? How about the Shadowhawk? The Battlemasters shoulders are huge, so maybe it should get one too? It would have to be a change across the board, for example making the right side torsos an "upper right side" and "lower right side" and same with left side, or it would have to just redistribute the armor for that side from two components to three as I described earlier. It can't just be "free armor" or some sort of ghost armor system without some really drastic downsides.


The simple solution is that missile pods and hunchie shoulders are attached to the side torso in the same way the arms are. You can shoot an arm (or missile pod) off and the side torso is there still. Shoot the side torso out and everything attached goes with it, arms and pods alike. That way you avoid the gigantic side torso hitbox problem without creating a mech that's markedly more durable than others.

#109 Cimarb

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Posted 01 November 2013 - 01:39 PM

View PostVoivode, on 01 November 2013 - 01:29 PM, said:


The simple solution is that missile pods and hunchie shoulders are attached to the side torso in the same way the arms are. You can shoot an arm (or missile pod) off and the side torso is there still. Shoot the side torso out and everything attached goes with it, arms and pods alike. That way you avoid the gigantic side torso hitbox problem without creating a mech that's markedly more durable than others.

I agree that would be the simple solution, but you have a crit slot issue doing it that way. Admittedly, you have one with my solution too, now that I think about it. Basically, the TT had the missile racks for the Timberwolf in the side torsos, with energy/ballistics in the arms, and there just is not enough space in either the arms or a split torso setup to handle that. The Hunch is the same issue if they split the crits up into more side torsos..

#110 Sharp Spikes

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Posted 01 November 2013 - 05:17 PM

View Postmerz, on 31 October 2013 - 05:47 PM, said:

короче, сочи..к сути дела..

The ultimate objective is reaching a point where there exists a wide range of gameplay styles...
Spoiler

Agreed.

Quote

an idea explained, however thoroughly, will not demonstrate itself viable in bringing the game closer to that point until it is implemented and observed.

Do you need to lay four apples on a table and count them on fingers to know that 2 and 2 apples = 4 apples?

For example: heat limit with 10 DHS = 50, with elite heat containment it's 60. heat dissipation speed with elite coolrun is 2*1.15 = 2.3 HPS. 2* AC/20 alpha strike produces 23.52 points of heat with heat penalty and has reload time of 4 seconds. 23.52*3-8*2.3=52.16<60

Question: Will Heat Scale prevent Jagerbomb from being effective?
Answer: No. On most maps Jagerbomb will still be able to deliver 120 pts of pinpoint damage before it overheats.

Note that one doesn't need to «implement and observe» it in game, one needs to have arithmetic skills of a third-grader to see this. So it is quite possible to see some ideas being non-viable even without implementing them and observing the results.

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the author may not be fully aware of the way the implementation could perform outside of the parameters of their intentions. the explanations come as deference to the playerbase, but they could and they do present a setback to the developer attempting to get things done, here defined as making the greatest number of choices meaningful and viable.

«Parameter of intention» sounds great. Could you please tell me what is it?

Telling your customers what are you going to do with the product they use «present a setback» for development of the product... Could you please elaborate here too?

And what you call «deference» here, I call «customer service».

Quote

there is an undeniable pall of personal resentment now, if not in the broader community than at least the forums. it may very well have originated in valid concerns, but has since gone above and beyond, enough for people to phone death threats, seek to do personal harm or embarrassment to individual developers and the company as a whole, and openly express desire for the product to do poorly.

You try to portray it like there are no more people who have «valid concerns» here, like anyone who criticize PGI's decisions «seek to do personal harm or embarrassment to individual developers and the company as a whole, and openly express desire for the product to do poorly.» It is untrue.

Besides there is very little desire (if any) in the community to see this particular game to do poorly. There is great desire to see good BT based mech sim, delivered either by PGI or by someone else.

Quote

things are toxic around here, and any significant changes to the game that rock the boat for the playstyles held to be effective at the present are sure to be unpopular with those who stand to be diminished as a result.

A lot of people, I dare to say vast majority of players want significant changes to the meta and understand that changes are required to achieve balanced gameplay. For example, at the peak of poptart-fest the very people who used jump-sniper builds prayed for PGI to do something to stop it. Cause it was (and still is) boring.

I do not remember any forum-wide campaign against any particular weapon nerf or buff, do you?

You can try to use «Heat Scale»-induced fray as an argument but it is a different matter. «Heat Scale» is universally (sans all ten #FFFFFF knights) despised because it doesn't do what it supposed to do and has unintended consequences that make the game less balanced.

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between those people and a significant but present minority that continues to make arguments in bad faith, no real purpose is served in communicating the sort of thing, other than to whip the forums into a froth of 'HANDS OFF MY (placeholder)' or 'MY IDEA ON FIXING (placeholder) IS BETTER' and any number of politically-motivated brosefs seeking to cash in on the rage's currency to their own ends only tenuously-related to the overall health of the game...
Spoiler
...

I'd much rather see feedback as something conveyed in the game, through game play as opposed to forum froth. And i believe that someone who responds to this with "I don't have the time to actually play the game before offering my opinions on how it is and should be" has forfeited their opinion, as it carries no substance. why would a designer want to consider that sort of 'feedback' at all useful? seems like it only increases the relative noise level.

You wasted used 3 large paragraphs above to depict critically-minded forum members as a scum led by «politically-motivated brosefs seeking to cash in on the rage's currency to their own ends», and discarded my feedback because I can count without use of fingers and willing to learn not only by trial-and-error method. Your opinion is quite clear: «Those who object are wrong. Because they are bad.»
Ok, no problem, but it means that any critical remark automatically makes a person who made it a bad person. You know, the very act of coming to this forums means that he/she became a part of vocal minority that lives on an island and quite possibly not a target demographic of the game...
So, you consider that it is not worthy to speak to us or to listen us, what kind of «signal/noise» ratio are you talking about now? We are the noise, what is the signal?

Stats from the servers? We do not «interfere» with them. And, by the way, stats show that SRMs are rarely used, so they are underpowered, right?

Quote

[snip] the original post i'm replying to comes from some guy whose 'only hope' per his signature is a game equivalent of a stillbirth. clearly his comments are sincere, filled with a heartfelt concern and strive for objectivity.


Ah, that lil' qute personal attack in the end. Like a cherry on top of a cake. You know, I was horribly tempted to answer you in the same fashion, but decided to ignore this obvious provocation. Try harder.

#111 Galil Nain

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Posted 01 November 2013 - 10:25 PM

View PostSharp Spikes, on 01 November 2013 - 05:17 PM, said:

Do you need to lay four apples on a table and count them on fingers to know that 2 and 2 apples = 4 apples?

For example: heat limit with 10 DHS = 50, with elite heat containment it's 60. heat dissipation speed with elite coolrun is 2*1.15 = 2.3 HPS. 2* AC/20 alpha strike produces 23.52 points of heat with heat penalty and has reload time of 4 seconds. 23.52*3-8*2.3=52.16<60

Question: Will Heat Scale prevent Jagerbomb from being effective?
Answer: No. On most maps Jagerbomb will still be able to deliver 120 pts of pinpoint damage before it overheats.

Note that one doesn't need to «implement and observe» it in game, one needs to have arithmetic skills of a third-grader to see this. So it is quite possible to see some ideas being non-viable even without implementing them and observing the results.


Agreed, it is possible to answer a specific question like the one you posed with the raw figures. Looking at the raw figures will, as you say, let a person of minimal or better intelligence determine how many times a specific loadout can be alpha-striked without overheat without the need to load up the game and play.

What it won't tell you, and this, I'm afraid, is where I'll have to agree with Merz on this one (assuming that this was the point he was trying to make) is whether changing how the raw numbers interact would make a difference to things like immersion and, dare I say it, fun. These latter two factors are subjective and personal to the player, and as such, are difficult to quantify or present in any algorithmic or formulaic way.

Bearing this in mind, I am of the opinion that the devs should, as Merz suggests, implement whatever changes they see fit and see how they play out with the numbers and formulae being available to those in the community who want them. Where I disagree with Merz is in his suggestion (and, indeed, PGIs current practice) that such changes should be implemented directly in the LIVE ENVIRONMENT. This is what a Public Test Server implementation is intended for! Bugfixes are one thing, and pushing them direct to live is AOK by me, but anything that is intended or likely to change the meta should be play-tested before going live.

View PostSharp Spikes, on 01 November 2013 - 05:17 PM, said:

You try to portray it like there are no more people who have «valid concerns» here, like anyone who criticize PGI's decisions «seek to do personal harm or embarrassment to individual developers and the company as a whole, and openly express desire for the product to do poorly.» It is untrue.

Besides there is very little desire (if any) in the community to see this particular game to do poorly. There is great desire to see good BT based mech sim, delivered either by PGI or by someone else.


A lot of people, I dare to say vast majority of players want significant changes to the meta and understand that changes are required to achieve balanced gameplay. For example, at the peak of poptart-fest the very people who used jump-sniper builds prayed for PGI to do something to stop it. Cause it was (and still is) boring.

I do not remember any forum-wide campaign against any particular weapon nerf or buff, do you?

You can try to use «Heat Scale»-induced fray as an argument but it is a different matter. «Heat Scale» is universally (sans all ten #FFFFFF knights) despised because it doesn't do what it supposed to do and has unintended consequences that make the game less balanced.


Yes, and No... I think there is, perhaps, an element of language barrier getting in the way here. There are, and always have been, forum posters raising valid and genuine concerns in a constructive and positive way. In the earlier days, these were such a majority of "negative" posts that it was a refreshing change from many other game fora. As time has progressed the percentage of "negative" posts that have retained this constructive approach has diminished. They remain the majority, but the number of posts with distructive undertones (and I am not, for one moment, suggesting that this is something you are guilty of) has increased enough that they are becoming noticable and potentially damaging to the game and its playerbase.

And as for there being no forum-wide campaign against a specific weapon nerf/buff aside from ghost-heat, there may not be anything else (so far) that evokes that level of displeasure, but I don't think this is what Merz was trying to say. I think the point he was trying to make is that the tone of the response to any changes the devs make (by a minority of the forum posters, to be sure, but still a noticeable minority) is heading towards a level where the devs may be reluctant to think outside the box and make any risky changes, no matter how beneficial they could pan out, for fear of eliciting even greater levels of vitriol here.

And you're right that the response to Ghost-heat is pretty-much the only forum-wide campaign we have seen in response to a weapon change the devs have made, but there is a very understandable reason why this one change deserves so much attention when compared to others. Ghost-heat was a pretty unique change, in as much as it hit a wide variety of weapons simultaneously. There have been outcries over other weapon nerfs (most recently that I've noticed is Gauss-charging), but because they only affect a single weapon / class of weapon, the number of affected forum posters is going to be less, resulting in a reduced outcry. Are you suggesting that such concerns should be considered any less valid? (That being said, are you seriously trying to suggest that you haven't noticed any form of outcry about 3pv???)

View PostSharp Spikes, on 01 November 2013 - 05:17 PM, said:

You wasted used 3 large paragraphs above to depict critically-minded forum members as a scum led by «politically-motivated brosefs seeking to cash in on the rage's currency to their own ends», and discarded my feedback because I can count without use of fingers and willing to learn not only by trial-and-error method. Your opinion is quite clear: «Those who object are wrong. Because they are bad.»
Ok, no problem, but it means that any critical remark automatically makes a person who made it a bad person. You know, the very act of coming to this forums means that he/she became a part of vocal minority that lives on an island and quite possibly not a target demographic of the game...
So, you consider that it is not worthy to speak to us or to listen us, what kind of «signal/noise» ratio are you talking about now? We are the noise, what is the signal?

Stats from the servers? We do not «interfere» with them. And, by the way, stats show that SRMs are rarely used, so they are underpowered, right?


And here I disagree (although it is probably just because I'm reading it in a different way)...

If a user is complaining on the forums over something (s)he has experienced, that's fine by me. I'll even go so far as to say where the change has been detailed and the poster has run the figures themselves without experiencing the change in live play, they too have a right to voice their concern. But what I do not agree with is posters who have seen others on the forum berating a dev / change and have taken it upon themselves to add their voice in a "...what (s)he said!" manner, seemingly just to conform to a given groupthink.

View PostSharp Spikes, on 01 November 2013 - 05:17 PM, said:

Ah, that lil' qute personal attack in the end. Like a cherry on top of a cake. You know, I was horribly tempted to answer you in the same fashion, but decided to ignore this obvious provocation. Try harder.


And again, I agree... Having a pop at your sig was a cheap shot! As a result of seeing your sig on previous posts, I've looked at the site. It's an interesting (dare I say, exciting) concept. That being said, it's neither BattleTech, nor MechWarrior. Therefore, unless your sig is meant, at least part, in jest or as friendly encouragement to PGI to improve (which, to be honest, is how I read it), then Merz does have at least half a point to make here!

[Edited to correct spelling/grammar in a couple of places... there are probably a few I've missed. Go easy on me, caffeine levels dwindling!]

Edited by Galil Nain, 01 November 2013 - 10:33 PM.


#112 MrEdweird

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Posted 02 November 2013 - 12:43 AM

I forgot to add to my previous feedback post that having now played the Awesome a bit I feel it is almost criminal that the Awesome has not been looked at hitbox-wise yet and that they're holding back the engine size upgrade that I think it will eventually get when they do the "assault rebalance". It's hard to do a build that is good on the Awesome with the very limited 300 engine size and you're forced to consider not using the usual 2 sets of upgrades - DHS and XL or DHS and Endo. The most annoying 2.5 days in the mechlab for me.

#113 Bushrat

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Posted 02 November 2013 - 04:36 AM

The only mech I am aware of needing major work on its hotbox and hitreg is the SPIDER. It is seriously broken. It takes far too much damage not to be broken. They also take far too much time to kill for their size. Spider pilots are taking advantage if this situation currently but won't admit this. PGI please fix Spiders.

#114 Sharp Spikes

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Posted 02 November 2013 - 07:24 AM

View PostGalil Nain, on 01 November 2013 - 10:25 PM, said:

[snip]

This discussion is obviously off-topic here, we can continue in private if you wish.

#115 Arkadash

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Posted 04 November 2013 - 04:46 PM

Great news that the Awesome is in the first wave of 'mechs to get a hit box adjustment. I am ready for this iconic 'mech to re-take its rightful place on the battlefield. Just remember to chain-fire those PPCs!

#116 Warrax the Chaos Warrior

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Posted 04 November 2013 - 04:46 PM

Quote

UPDATE (Nov 4):

First on deck:
- Awesome
- Atlas
- Orion
- ..... and the SPIDER! :P


Just keeping my promise to you that I'd keep you up to date. The first wave of tuning will appear in the mid-Nov patch.

One of the more notable things we're doing is splitting the pelvis into more appropriate sections. Imagine that we've given these Mechs thongs to wear. The thong still applies to CT (front or back), but the majority of the pelvic area will now go to the left and right leg.


Clarification:
Remember.. this is hit box tuning. As in when a Mech registers damage, it goes to the appropriate component on the Mech. This has nothing to do with hit detection which is part of HSR and is being investigated on a different development train.

There's no separate feedback thread for the update just now (yet?), but this is pretty good stuff.

I'm most excited about the Orion, I want so bad for that to be a good mech, but it'll also be nice if my long-ago mastered Awesomes could be worth taking out for a spin every once in awhile.

Edited by Warrax the Chaos Warrior, 04 November 2013 - 04:48 PM.


#117 Prezimonto

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Posted 04 November 2013 - 05:06 PM

We'll see how the fixes actually play, out that that's encouraging news.

#118 Tekadept

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Posted 04 November 2013 - 05:12 PM

Perhaps a Mockup screenshot or 2 showing each chassis would be very helpful to visualise what the changes are going to be like as well.. All i can visualise is

Posted Image

#119 Deathlike

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Posted 04 November 2013 - 05:13 PM

Paul has ruined my vision in this game by mentioning "mech thongs".

What has been said cannot be unsaid.

#120 slide

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Posted 04 November 2013 - 05:29 PM

@ Tek, just ROFLAO

@Paul, thanks for the update, better Awesomes, will be just, well, awesome.





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