


Atlas Hit Box Changes
#1
Posted 19 November 2013 - 01:00 PM

#2
Posted 19 November 2013 - 01:02 PM

#3
Posted 19 November 2013 - 01:04 PM
#4
Posted 19 November 2013 - 01:14 PM
If the sides are actually bigger now, it will be a whole lot easier to deal with Atlases now since they will have the Stalker syndrome, losing their weapons quickly.
#5
Posted 19 November 2013 - 01:17 PM
#6
Posted 19 November 2013 - 01:31 PM
Quote
It does seem like an odd balance decision. Assaults that cant use XL engines are basically getting taxed 10 tons for no other reason than having bad hitboxes. The Atlas and Stalker both get hit with that tonnage tax at the moment.
If an Atlas with a standard engine has the same tonnage to work with as a Highlander with an XL, you might as well just play the Highlander... given all the Highlanders other advantages. With proper jumpjet usage a Highlander with XL will almost always outlive an Atlas with a standard engine, because it can mitigate damage towards its legs by jumping.
Although changing the pelvic area to right and left legs will allow the Atlas to mitigate slightly more damage with torso twisting. Hard to say if that will balance out the larger side torsos or not.
Edited by Khobai, 19 November 2013 - 01:49 PM.
#7
Posted 19 November 2013 - 01:45 PM
#10
Posted 19 November 2013 - 02:03 PM
#11
Posted 19 November 2013 - 03:07 PM
#12
Posted 19 November 2013 - 03:31 PM
#13
Posted 19 November 2013 - 06:31 PM
#14
Posted 19 November 2013 - 06:39 PM
It's always been the low slung weapons, the diaper pants ct (still there) and making the ST's bigger actually makes this mech MORE Fragile, not less. Once you lose that Ballistic Side torso you are done for.
Like the awesome they didn't make the Arm Hitbox's big enough to soak up some geometry. The Obvious fix has always been to make the Arms BIGGER, so you have to go through the arms, to the ST, to the CT.
Provided that player uses torso twisting.
#15
Posted 19 November 2013 - 08:06 PM

#16
Posted 19 November 2013 - 08:10 PM
Even though XL's are already a joke on an Atlas - although decent when used correctly, for instant a stock-like AS7-K build is meant to stay in the back at range, its gonna make it harder. Carrioncrows drawings for instance, kept the atlas boxes how they were except for the leg/crotch area.
#17
Posted 20 November 2013 - 02:30 PM
#18
Posted 18 December 2013 - 05:31 AM
I prefer the old Hit Box, because since the update my center torso is stronger, but it's useless because I lose my weapons, after the atlas is a trunk without arms and there is nothing to do on the battlefield, even if we have lazer in the front.
This also happened before, I know that people intentionally target side torso (and they are right), but now no skill is required.
Just load Rivers City in the training ground and notice how it's easy to destroy his side torso now without aiming.

About 100 Armor in the center torso but where is the intereston the front ligne if it doesn't protect the slowest mech of all.
(Sorry if my english is not perfect, i do my best

Edited by Mechster Chief, 18 December 2013 - 05:42 AM.
#19
Posted 19 December 2013 - 11:17 PM
They blow with just a couple hits.
**** PGI for this nerf. I paid money for the mech and now it sucks. Two hits from any weapon and boom the LBX explodes. I put 70 ******* armor on the right torso and it doesnt do ****. Atlases are just fodder anymore. Again **** PGI in their *** for this nerf.
#20
Posted 20 December 2013 - 12:01 AM
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