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The Actual Fix For The Awesome's Hitboxes


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#1 Roland

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Posted 20 November 2013 - 12:35 AM

This thread was archived from long ago, but apparently it bears repeating.

A while back, someone made a screenshot showing the awesome's hitboxes, as seen in the mechlab, showing how different they were from the actual hitboxes in game. I think it was a good point that bears repeating, and I'd suggest that the in game hitboxes be made to match what we see in the mechlab for this mech.

Here we have the mechlab, showing that the "shoulder pads" of the awesome are indicated to be part of the arms:
Posted Image

And here we have an in game shot showing that the shoulder pad is actually considered to be the side torso:
Posted Image

I think this is a pretty significant disparity, and one which would improve the awesome to a large degree if it were corrected.

As it is, one of the biggest downfalls of the Awesome is its extremely large torso profile. Its side torsos are absolutely gigantic if you include the shoudlers.

However, if the shoulders were considered to be part of the arms, then I think it might go a long way towards increasing the viability of the awesome as a mech.

#2 YueFei

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Posted 20 November 2013 - 12:43 AM

Yes. The goal should be to make the Awesome's torso sections as skinny as the other 80-ton assault mech, the Victor.

Enlarge the arm hitboxes as necessary to make it so.

Once they add the ability to crouch, the Awesome will be in a much better place. Able to peek&shoot more effectively, instead of slowly hiking up a hill to clear its low-slung weaponry to fire, and then spend more time exposed while moving back down the hill again. It can crouch, creep up to a hill, climb it sufficiently, then stand up and fire, and crouch again to maneuver and cool down.

#3 _Ares_

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Posted 20 November 2013 - 04:05 AM

I actualy was hoping they would do that, but nope.
+1 i agree on this.

#4 Carrioncrows

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Posted 20 November 2013 - 04:14 AM

There are a few other threads floating around along these lines.

Hopefully we can be loud enough so that PGI hears.

*that doesn't mean hateful enough, just loud enough to tell them it's an issue.

#5 John MatriX82

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Posted 20 November 2013 - 05:20 AM

Yep, I've opened a full-of-harsh post about this in the patch feedback forum http://mwomercs.com/...34#entry2930534

That was a NECESSARY change to make the chassis a little bit more viable, but no, now it's even more xl-unfriendly because of the lack of courage from PGI to make it happen. It's one year that these forums are proposing that change (since we can't get a remodeled/scaled down AWS model), my hopes were high for that change, I thought "maybe they have listened to us". Nope.

#6 Voivode

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Posted 20 November 2013 - 07:59 AM

I could get behind them doing this but the changes they just made did a lot to alleviate the problems with the Awesome.

#7 Cactus In The Rear

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Posted 20 November 2013 - 01:03 PM

I agree that it would be a good idea to make the shoulders part of the arms since the awesome is one of the least viable mechs out there and this would be a good way of helping it without hurting other mechs and keeping it XL-friendly.
I run an AWS-9M and usually do about 500 per game and a couple kills(even before the patch),but i do 450+ often in locusts so maybe im just good at using bad mechs (no i don't own a jester).
The main reason i like the awesome is that it is fun driving an assault mech with more KPH than tons. :)
PS. Just a tip:abandoning PPC's is usually a good idea on them.

Edited by Xanilos, 20 November 2013 - 01:05 PM.


#8 Cactus In The Rear

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Posted 20 November 2013 - 01:07 PM

Something else id like to say is that i had no noticeable improvement from the patch.

#9 Trauglodyte

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Posted 21 November 2013 - 07:40 AM

I imagine that this won't happen for the simple reason that they'd have to recode that as part of the arm (not that hard) and that they'd have to redo the art and such for when the new arm gets blown off (pretty hard nad involved). Honestly, I never had an issue with the Awesome before but I am now finding that my side torsos are even more open to LRM spamming. I could hide/protect my CT in the past but now I have to protect my STs too. Bleh.

#10 Bishop Steiner

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Posted 21 November 2013 - 07:44 AM

View PostRoland, on 20 November 2013 - 12:35 AM, said:

This thread was archived from long ago, but apparently it bears repeating.

A while back, someone made a screenshot showing the awesome's hitboxes, as seen in the mechlab, showing how different they were from the actual hitboxes in game. I think it was a good point that bears repeating, and I'd suggest that the in game hitboxes be made to match what we see in the mechlab for this mech.

Here we have the mechlab, showing that the "shoulder pads" of the awesome are indicated to be part of the arms:
Posted Image

And here we have an in game shot showing that the shoulder pad is actually considered to be the side torso:
Posted Image

I think this is a pretty significant disparity, and one which would improve the awesome to a large degree if it were corrected.

As it is, one of the biggest downfalls of the Awesome is its extremely large torso profile. Its side torsos are absolutely gigantic if you include the shoudlers.

However, if the shoulders were considered to be part of the arms, then I think it might go a long way towards increasing the viability of the awesome as a mech.

total agreement.

Only other thing that would justify it, IMO, would be to remount the PPCs at the top to at least have it make some sense. But that would take much more work that making those arm hit boxes, which in truth is what they should be.

#11 SaJeel

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Posted 23 November 2013 - 08:38 AM

I agree with this I haven't tried out the new awsome but just based on my intuition it still isn't gonna be enough to bring the Awesome to that point of balance





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