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Hit Box - Plan Of Action - Feedback


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#201 Heffay

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Posted 14 November 2013 - 05:26 PM

View PostDavers, on 14 November 2013 - 05:13 PM, said:

That was about missiles and their explosion radius, and that wasn't too long ago. Unless this is something else that I hadn't heard of.


I think that was it.

#202 ShinVector

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Posted 14 November 2013 - 06:16 PM

View PostDavers, on 14 November 2013 - 05:13 PM, said:

That was about missiles and their explosion radius, and that wasn't too long ago. Unless this is something else that I hadn't heard of.


LOL.. Like how one SRM6 could kill the Stock commando in training grounds in a single shot.
Just showed how much PGI hates lights mechs.

#203 CrashieJ

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Posted 14 November 2013 - 06:22 PM

#1 Spiders and Ravens are still a problem

#2 you guys overcompensated with the Locust
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X Rebirth is calling me... I'll be back in a few years

#204 MonkeyCheese

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Posted 14 November 2013 - 07:24 PM

Maby you could relook at whatever that enlargement pass was that you did way back on the leg hitboxes of the ravens, they seem to get legged faster than a locust.

#205 Deathz Jester

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Posted 14 November 2013 - 10:27 PM

View PostTekadept, on 04 November 2013 - 05:12 PM, said:

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



Borat Atlas killing furries........thats beautiful.


I propose a "unique geometry" of this get implemented

#206 Solis Obscuri

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Posted 15 November 2013 - 04:06 AM

Paul has made me imagine an Atlas in a thong.

Good to see him trolling again! :P

#207 HANGMAN1962

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Posted 15 November 2013 - 09:59 AM

have you changed the hit box's on the thunderbolt sence this past Tuesday?[ 11/12/13 ]

#208 Thorqemada

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Posted 15 November 2013 - 05:29 PM

Well, i have the feeling we will see a giant increase of legged Mechs.....and it will hurt very most the Medium Class bcs of the easy to hit weightclasses it has the lowest amount of Armor...

Edited by Thorqemada, 15 November 2013 - 05:29 PM.


#209 Viges

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Posted 15 November 2013 - 07:44 PM

Now you all will feel like being quickdraw :(

#210 Vanguard319

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Posted 16 November 2013 - 10:31 PM

I remember that groin hits were a sure fire way to score quick, easy kills in MW4, so I definitely think the "thong" is a good idea.

#211 Thariel

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Posted 18 November 2013 - 10:17 AM

Well, so it is about hitboxes, not hitting in general, right? Why are you talking about Spider nerfs ? No hits detected calculated in other hitboxes will still result in no damage, no matter if it is 0 damage CT or 0 damage RT. The Spider problem is registering hits in general. (I've had the issue often myself, Spider running straight, me behind, using a full array of lasers, the spider barely turns yellow on just some armor locations, whilst the damage being generated by me should have been sufficient to kill it, no matter where I hit)).

#212 Lightfoot

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Posted 18 November 2013 - 12:45 PM

I just see the Hit-Boxes as being the control factor for making the Mechs more durable and harder to destroy by coring. Some players want to turn every weapon into an LBX, but changes like this favor a single play style and is very one dimensional. One of MechWarriors greatest features is the huge variety of different weapons and their unique functionality. I think overlapping hit-boxes, if possible, would produce the damage spread without affecting core accuracy or weapon functionality.

I'll be interested in testing my Awesomes when the fix is in. ;)

#213 Sh4nk0h0l1c

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Posted 18 November 2013 - 10:59 PM

Hey Paul, can we please get some graphics that show us the changes you made at the hitboxes? Something similar to what carrioncrows made ? That would be awesome, thanks!

Edited by Sh4nk0h0l1c, 18 November 2013 - 10:59 PM.


#214 Solis Obscuri

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Posted 20 November 2013 - 06:02 PM

Does the Dragon really need hitbox adjustment? Most people I know who pilot Dragons are quite happy with the hitboxes as they are...

#215 Rovertoo

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Posted 20 November 2013 - 06:11 PM

I think that altering the Dragon should help. Hopefully it will mitigate the only-ct shots, at the expense of a few more side torso shots. Just to kinda spread damage between the three. I think the goal is to have the CT die just a bit more often than STs.

Similar to tweaking with Leg armor amounts, limiting it to save tonnage until you find you die as often from leggings as CT and then you know you've gone too far.

Edited by Rovertoo, 20 November 2013 - 06:12 PM.


#216 Kageru Ikazuchi

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Posted 20 November 2013 - 06:52 PM

Quote

UPDATE (Nov 20) ... As per promise.. here are the next Mechs up for hitbox tuning: ... Centurion ... Cicada ... Trebuchet ... and.... ... wait for it... ... THE DRAGON ... Numbers will be released closer to these changes being patched in. First round internal testing begins tomorrow.

CN9 = my most survivable combat medium ... done right, this might make something other than a "zombie cent" worth bringing in the 50-ton category ... done wrong, and mediums will be even less prominent on the battle field than they already are

CDA = my most survivable support 'mech (after the SDR-5D) ... but it suffers in a light dance or a brawl with anything heavier, as it should ... I'm not sure this one is a problem

TBT = I really, really wanted to love these squishy trench-buckets ... capable of ~100 kph, decent weapon loads, jump jets, but not survivable ... done right, and they can give the SHD and BJ some competition in the jumpy medium category

DRG = back when I thought role-playing would be part of being a 'mech pilot, I decided I would focus on becoming a dragon pilot first (DCMS, and all that) ... I'm wiser now, and probably a better pilot for figuring out how to try and make the Dragon work, even with the giant truck hood LRM/PPC/Projectile-magnet ... However, make the side torsos more prominent, and they will probably die even more quickly ... this one will be interesting.

#217 Deathlike

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Posted 20 November 2013 - 06:59 PM

Dragon CT tweaking sounds OK, but I'm not sure how you would do with w/o making the side torsos bigger. It's not that simple.

The rest... doesn't entirely make sense to me.

It is worth noting that 3 of the 4 mechs have heroes variants, so unless the Trebuchet is getting one, this doesn't seem to make any sense other than "adjusting" hero mech viability.

Trebuchets suffer from large arms, so unless that hitboxes shrink, their viability won't really improve. They are just too tall as it is, so adjusting their large CT will affect side torso XL viability.

Cicadas are fine, unless you wish to expand their side torsos, to shrink the CT... not sure if that's optimal for the "overweight light" mech.

Centurions are fine, unless you plan to remove the only semblance of viability by removing the arm stub-hitboxes. Otherwise, they get legged pretty often (PLEASE DON'T MAKE THEIR LEGS GROW RAVEN SIZED, THEY GET LEGGED AS IT IS ALREADY).

Edited by Deathlike, 20 November 2013 - 07:01 PM.


#218 A Man In A Can

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Posted 20 November 2013 - 07:11 PM

Oh, what a brave new MWO world this will be once all the hitbox changes have been completed.....

Ah to hell with it. BRING IT ON PAUL!! :)

#219 SniperCon

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Posted 20 November 2013 - 07:48 PM

I'm a fan of the Cicada change. I don't think I've died through a front side torso more than 20 times in 500+ drops.

#220 Zordicron

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Posted 20 November 2013 - 08:30 PM

Paul,

Please, please add arm box adjustments into your configurations when looking at mechs. It is one thing to take something like the awesome and make the Ct a little narrower, but making the ST bigger to take up the slack is basically a giant step sideways.

You need to move the shoulder areas inward also, so that while you are moving the ST inward to cover more of the "used to be" CT, you are simultaneously moving the shoulder area inward to maintain a similar area for the ST rather then just making them bigger. What I mean is, if you reduce CT by 10%, and make each ST bigger by 5% each- make the shoulder move inward so each arm box grows 5% instead, thus the ST would effectively grow 0% in the end. Or in other words, the ST would grow inward to cover the CT by 5% each, but then the arm box would each also grow inward 5%. This way, while CT is reduced, the "extra" area is absorbed by the arms and not the ST.

For mechs like the Awesome, this is almost imparitive. But it is also nearly as important for the Atlas. Both of these mechs were feared opponants in the lore. As they stand now, even with adjustments to them, niether is susceptible to losing an arm before a ST, even when the pilot is actively trying to defend. it will happen on occasion, but it should be fairly common for the big bads on the field to absorb the extra dmg with arm armor rather then just lose the arm when the ST gets pecked off.

Think of your very own body. If someone walks up to you, and punches you on the shoulder(facing you) what comes to mind? "Thats my side." HAHA, No. Its your arm, might be the top of your arm, might think thats my shoulder, but you sure dont think it's related to your ribs. That is how those big mechs should also work. The top end where the shoulder joints are should be arm box. ST should be your ribcage.


As for the news about the Centurian, please keep in mind it is one of the most popular mediums for close up support because of its durability. It isnt just a solid brawler, it adds a dynamic to the battle by being one of a very few mechs where players need to decide if they should aim CT, aim for an arm to disarm it, try for a ST in case of XL. When an arm is gone, now the mech adds a different dynamic, where players decide if they should pursue the zombie with limited arsenal, or switch to a more pressing target. Very few mechs right now can add that type of "thinking shooter" gameplay to a match. So when you guys look at it, I sincerely hope it is only to add the thong strap to the groin and not to completely alter how it functions with the arm/ST/CT spread it has now.


Also one word on the dragon- please consider that a lot of players feel the small ST are a perk in the idea an XL engine can be run very effectively in a Dragon. This allows the Dragon to be a "fast" heavy, and gives it a very different role and different gameplay compared to other heavy mechs. A dragon currently can have a sort of steeper learning curve, however if this is adjusted or even removed, the mech loses all of its flavor/diversity.

Go to town on the treb. that thing is either blown away in seconds or doesnt register hits at all depending on the angle it gets hit from. This would be a really good mech to expand the shoulders on also as a lot of players feel XL engines are what make it go from blah to decent, and added ST area would be a killer for it.


In closing, please please consider arm box adjustments, and apply them to the Awesome and Atlas during a second pass, and on other mechs going forward.





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