I would like to see this remain objective, as a short term tool for PGI to browse when looking for possible tweaks.
That said:
Kitfox-
I find hitbox to be rather good. I notice fairly good dmg spread on torsos and arms. Needed to keep the slower light mech alive. So far it has been rare to die from concentrated fire to one area, though it can happen. It SHOULD happen occasionally if you eat dual AC20 or gauss etc, as this is just a light mech. Overall, I am satisfied with hitbox layout on this mech.
Adder-
I find hitbox to be quite good here also. DMG spread on torsos is good, arms can shield and legs follow cannon a bit and are somewhat hidden and more difficult to hit on this mech. I tend to lose an arm before death on this mech, which I actually like because it means I got good use of my armor. Not tanky by any means, it is still a light mech and focus fire boils it alive in short order as it should. but, in a mobile longer range trade off, it doesnt feel like one alpha could be the end of the match. Overall, I am satisfied with this mech.
Nova-
I find hitbox to be lacking slightly here. I tend to see my CT take too much dmg compared to sides and legs. Arms shield OK, but only from fire directly from the side. i think this mech could use some Ct shrink down, and maybe a little of the shoulder moved to arm box so ST can expand into CT area, making dmg spread more. IMO, pelvis area should be split 50/50 with legs, it is really low slung on this mech and it would also help the Ct out some. Overall, I am about 70% satisfied with this mech. It needs some work, but it is no barn door either. (edit) did more matches, found loadouts I like better/fit chassis a little better. Still think CT is slightly too big, ST need to move in slightly to the center to spread. Using my JJ I have been able to spred dmg to legs a bit more, trick is to jump at idiotic times to trick enemy into shooting low. Works well enough I have been legged a couple times now, still dont lose ST almost ever, and arms is maybe 50% of matches, which isnt too bad, but could improve. I think the CT getting spread into ST(shrink CT) would almost completely finish this chassis.
Storm Crow-
I have not played this one yet. I will update in the future when I have some matches with them. As enemy mechs that i shoot at, they seem to do well in spreading dmg and survive fairly well for a medium mech.
Summoner-
I have only a few matches here, so i reserve this section to edit in the future. my only loadout I have run so far is 2 UAC5 in torsos and 4 ERMl in arms, and so far it is agile and a decent mid range twisty/jumpy brawler. In the few matches I have run, dmg spread was very good. Again, I havent tried many loadouts at all, so I will edit this with more detail later. EDIT/update... after playing several matches in my custom prime, and several in stock loadout(other two variants) Summoner tanks dmg like a boss. This thing is the centurian of the clan mechs, with JJ. It can be light on firepower, but it is brawly, and can take a beating. Likely the best designed/balanced hitbox of all clan mechs, possibly in the game right now.
Timberwolf-
I have not played these at all yet, will update. As an enemy, They share a tiny bit of the weakness to full front facing assault with a catapult, wherein the nose takes almost all Ct dmg from even things like SRm etc. From any angle though, the dmg spreads fantastically well, and I have only seen a few lose a side torso before the associated arm was at bad internals already. I will update this when i play it.
Warhawk-
Hit box on Warhawk is suitable for longer range fights. it takes far too much CT dmg in closer range fights. I am not sure what the culprit is here. I do tend to not lose arms at all on this mech, rather the side torso will take the arm with it. I play prime with 4 ppc, and the other two I loaded with Uac20, SRm's and one has ERLL, the other ML's. while dmg spreads ok from longer range, I attribute this to pilot innaccuracy more then hitbox, as the weakness of CT is shown when the range factor(and subsequent aiming erraticness) is removed. Overall, I am 75% pleased with this mech. I would like to see the arms move inward somehow to take a little more ST dmg, and the CT hitbox reduced in some way. Possibly with ST, but I think that removing the pelvis area completely and putting it on the leg boxes might also do the trick. Possibly taking the top "shelf" area and splitting some of that into ST may also work.
Direwolf( post recent patch)
I find hit box to be quite decent now that the CT issues have been reduced. This is another mech where the arms arent quite as good at dmg spread, but overall it takes dmg decently now. I would say i am about 85% satisfied with hit box on Direwolf(up from about 35% before patch). I would like to see pelvis are put onto legs 50/50, as I never worry about losing a leg, and even though it would completely neuter the mech(OMG slow at half of 48kph) no one aims there because the torsos are too easy to hit comparitively. I think the legs should take more dmg away from the 3 torsos both to help in survivability( it is the big bad of the clans) and also so players dont start shaving 50% of the armor off legs because of no risk.
Overall I find the dev team did a respectable job on the hit box design of these clan mechs, now that Direwolf has seen a review. With a little alteration on a few others the clan mechs would be future proof in regards to hitbox performance.
* edited nova and summoner feedback sections after more playtime in them. 7-10
Edited by Eldagore, 10 July 2014 - 07:37 PM.