Please leave your comments on this topic in this thread so that we may better consolidate your collective concerns.
Hit Box - Plan Of Action - Feedback
#1
Posted 30 October 2013 - 01:34 PM
Please leave your comments on this topic in this thread so that we may better consolidate your collective concerns.
#2
Posted 30 October 2013 - 01:36 PM
Sounds promising, of course, the devil is in the detail.
#3
Posted 30 October 2013 - 01:38 PM
#4
Posted 30 October 2013 - 01:39 PM
#5
Posted 30 October 2013 - 01:43 PM
#6
Posted 30 October 2013 - 02:08 PM
#7
Posted 30 October 2013 - 02:18 PM
No seriously....glad you guys have "some" (vewy vewy miniscule amounts of.... ) time now to look at it.
Any improvements will certainly be welcome, except of course by those used to the imbalances. Oh how the merry-go-round never stops...
Paul Inouye, on 30 October 2013 - 01:38 PM, said:
Okay, Paul. You did it to yourself here. And you know what's gonna happen if it doesn't happen. Now make it happen.
Cheers,
CYBR
Edited by CYBRN4CR, 30 October 2013 - 02:25 PM.
#8
Posted 30 October 2013 - 02:19 PM
Not to imply anything related to CT/Leg hitbox splitting... that's a different topic than mere hitbox cleanup...
Edited by Prosperity Park, 30 October 2013 - 02:21 PM.
#9
Posted 30 October 2013 - 03:23 PM
Heffay, on 30 October 2013 - 01:43 PM, said:
Had my 5k and 5d mastered eons before this crazy hit detection thing, and who knows I might just go back to playing them once this "easy mode" phase is over, if I ever get anywhere with my locust grinding...
also @ PGI I am all for that Awesome hitbox tweak suggestion that has been going around that would make the arms better shields, could make me look into rebuying my mastered 8T aws to join my 9m in the mechbay.
#10
Posted 30 October 2013 - 03:31 PM
Please take into account at least the spirit of the suggested changes! They almost all look very promising.
#11
Posted 30 October 2013 - 03:44 PM
Monky, on 30 October 2013 - 03:31 PM, said:
Please take into account at least the spirit of the suggested changes! They almost all look very promising.
I had a quick look at that thread and I agree with some obvious things like the pelvis regions and the AWS sugguestion but NO to the dragon.
I DO NOT want that kind of hitbox for my dragon, this would kill any kind of dragon build that is successful running a xl engine sure they are fast to avoid damage and there is more armor in that fat nose of a CT but turning it in to a stalker style hitbox would mean the less armored ST will be more of a damage magnet.
Sure I understand the need for hitbox fixes on certain mechs, but that doesn't mean that every single thing has to be changed when things have been fine.
#12
Posted 30 October 2013 - 03:56 PM
#13
Posted 30 October 2013 - 03:59 PM
Then we will know you're serious.
#14
Posted 30 October 2013 - 04:00 PM
#15
Posted 30 October 2013 - 04:02 PM
Sounds good in theory, but in practice you have wildly varying amounts of component debris left over making it either easier or harder to hit a component next to it. The best example would be the centurion's arm debris. It leaves behind these big hulking arm joints that soak up damage and reduce it down to 50%. This is the big reason why centurions are so hard to kill. On the flip side, if you look at the arms of an Awesome they almost completely detach leaving behind almost nothing but clear side torso.
The Atlas is another mech with an egregious amount of arm debris left over, but he rarely loses arms, he's slow, and his hitboxes are so big it's easier to aim.
I would carefully investigate how much debris is left over on each mech when each component is knocked out because it has a huge impact on how durable the mech is.
Another thing I would investigate are the hitboxes of mechs while they are jump jetting. This is purely hypothetical, but I feel like they are harder to hit than they should be. By all accounts a mech that's slowly gliding up should be easy pickings, but I'm just not seeing much damage being applied. Could be mistaken, but I'd like someone to take a look.
#16
Posted 30 October 2013 - 04:04 PM
#18
Posted 30 October 2013 - 04:16 PM
Jenner Front and Back Center Armor needs Investigation. Locust Legs. Awesome Center Torso. Jagermech Side Torso. Catapult Cockpit and Center Torso. And so on.
Edited by Joe Decker, 30 October 2013 - 04:17 PM.
#19
Posted 30 October 2013 - 04:18 PM
#20
Posted 30 October 2013 - 04:23 PM
1) Reducing the draw/strength of high-alpha play as it's more difficult to rapidly punch through the CT, especially in larger mechs.
2 ) A smaller CT means larger side torsos, making XL engines less attractive, so more mechs would run standard engines, creating more interesting choices and variety in mech design.
3) More standard engines means less weight for weapons, and therefore lower alphas.
4) More standard engines would mean larger mechs would tend to be slower, enhancing the difference in speed between size classes, especially heavies vs. mediums, promoting more diverse mech classes.
5) More interesting fights with more decisions and diverse tactics. Instead of simply aiming for the CT and ignoring the rest of the mech it may be a better tactic to de-arm/torso the enemy first. You see this now with Atlases: they very rarely run XLs but have relatively large side torsos already, which are often targeted to defang the mech before finishing it.
(And forgive me if CC or others have covered this!)
Edited by Symbiodinium, 30 October 2013 - 04:27 PM.
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