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Hitboxes Are Being Fixed On Awesome!


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#41 NRP

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Posted 08 November 2013 - 09:04 AM

View Postaniviron, on 07 November 2013 - 08:29 PM, said:

It's the way the game is designed; putting damage on one single part of the mech is ALWAYS superior to spreading it out. There are no exceptions. No matter what you hit, it is always always better to do 40 damage to a section and destroy it than to do 10 damage to 4 sections. Doing all your damage to one section either kills outright, removes weapons and heatsinks, or a leg; all three of those outcomes are obviously incredibly beneficial to you. Spreading out your damage just means you're taking more time to eventually destroy one part; but if you're facing someone who doesn't spread out their damage, like an autocannon boat, then they will kill or main your mech long before you even remove their armor. I suppose you could say alpha vs chain is lazy if every mech were incapable of movement and all that mattered was damage per second, but generally speaking you have small half-second windows when your opponent is facing you and firing or exposed in a bad position to deal your damage to places that matter; during all other times, he is twisting and spreading the damage out. So no, it's not just because players are lazy that they prefer alpha strikes. It's just better tactics. It means you can hit and then move, instead of having to face your opponent and let him take shots at you. It means you don't spread your damage out as much. Ghost heat was explicitly intended to have this effect of forcing players to chainfire and spread their damage to extend battle durations; unfortunately, it is only effective on lasers, ppcs, and ac20s. So yes, as long as there is ghost heat and that ghost heat does not affect ac2s, 5s, and 10s, energy boats are at a significant disadvantage. Oh, and you could fire all three at a time just fine in the tabletop. Not indefinitely, but 3-3-2-3-3-2 etc. was heat neutral.

I quoted this because more people need to read and understand this dude's words.

#42 Tahribator

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Posted 08 November 2013 - 09:19 AM

View Postaniviron, on 07 November 2013 - 08:29 PM, said:


Or make the shoulder pads part of the arm like the mechlab shows, and then expand the side torsi to cover some of what is now the center. The side torsi remain the same size relatively, the CT shrinks, the arms grow. Yes, the arms are now more vulnerable, but I will take that over a massive CT/ST weakness anyday.


This is a really good solution. The Awesome can afford to lose its arms, at most it only houses 2 hardpoints after all. CT and ST's shrink as a result and destroyed arm hitbox on shoulders still protects the ST's/CT through the 50% damage rule, just like the Cent. It could be a very potent zombie mech.

I hope Paul is lurking around.

#43 Ngamok

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Posted 08 November 2013 - 10:03 AM

View PostHans Von Lohman, on 05 November 2013 - 02:12 PM, said:

I have not been to the forums that much in the past week (Batman Arkham Origins is keeping me busy) so I missed this bit of news.

Several mechs are getting a hitbox adjustment pass, starting with the Awesome. Hopefully I will be in my PPC death machine by Thanksgiving.

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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.

Tuning does not equal fixing. They might decide nothing is wrong with the Awesome.

#44 Voivode

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Posted 08 November 2013 - 10:13 AM

View PostTahribator, on 08 November 2013 - 09:19 AM, said:


This is a really good solution. The Awesome can afford to lose its arms, at most it only houses 2 hardpoints after all. CT and ST's shrink as a result and destroyed arm hitbox on shoulders still protects the ST's/CT through the 50% damage rule, just like the Cent. It could be a very potent zombie mech.

I hope Paul is lurking around.


Bingo. The arms of an Awesome have substantial armor on them, so increasing the size of the arm hitbox onto the shoulder and moving the displaced side torso area into the center torso would go a long ways to fixing the "walking center torso" this mech is. Short of a massive art and geometry overhaul that shrinks the overall size of the mech (a time consuming task) this idea would be pretty effective in giving the Awesome its day in the sun.

And on the zombie mech idea...every Awesome has at least the head laser with a couple others sporting CT mounted weapons as well. That makes it unique among the assaults. If the CT wasn't a damage magnet those head and CT mounted weapons might actually come into play.

Edited by Voivode, 08 November 2013 - 10:15 AM.






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