Jump to content

Spider Hitbox


7 replies to this topic

#1 Henree

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 501 posts

Posted 21 August 2014 - 03:28 PM

Has anything changed about the spider's hitboxes they seem impervious to autocannons.
In one match I blew 5 ac20 rounds plus srm 12 into a spider which stood still and nothing (except for him shooting back) happened, he shot back so much he even shut down at one point.

In another match a spider was standing atop that crashed ship distracting the team who thought easy kill but no one was able to kill him.

What's going on? Anyone else notice weird hitbox anomalies?

#2 Biglead

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,102 posts
  • LocationManassas, Va

Posted 21 August 2014 - 03:34 PM

Since the very first Spider was released.

#3 Henree

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 501 posts

Posted 21 August 2014 - 04:09 PM

but it was fixed?
I man I thought it was fixed, this seems extreme

(I had quit playing for a year)

Edited by Henri Schoots, 21 August 2014 - 04:10 PM.


#4 FDJustin

    Member

  • PipPipPipPipPipPip
  • 440 posts

Posted 21 August 2014 - 05:18 PM

Go to HPG manafold test map. Fine spider. Look veeeery close, and you'll see it's hitbox is broken. And by broken, I mean it protrudes outside of the body.

#5 Carrie Harder

    Clone

  • PipPipPipPipPipPipPip
  • 678 posts
  • LocationCarrying pugs up Mount Tryhard

Posted 21 August 2014 - 05:20 PM

The most recent player who tested Spider hitboxes (and posted results) came up with this:

Posted Image
http://mwomercs.com/...x-localization/


I don't see the broken part about it. Are you really sure the issue is hitboxes, rather than something else like I dunno netcode or hitreg? People on this forum very often point to hitboxes as the first issue on many mechs, without having any real evidence to back it up.

Go shoot at the Spider on the HPG or Crimson testing grounds to test its hitboxes. If you find some issue with it there, then post it. If you don't find any issues on the testing grounds, chances are it's related to netcode because that's the only difference between testing grounds and a live match.

Edited by Carrie Harder, 21 August 2014 - 05:21 PM.


#6 Lexx

    Member

  • PipPipPipPipPipPipPip
  • The Clamps
  • The Clamps
  • 740 posts
  • LocationSlung below a mech's arm shooting nothing but dirt

Posted 21 August 2014 - 05:42 PM

View PostCarrie Harder, on 21 August 2014 - 05:20 PM, said:

The most recent player who tested Spider hitboxes (and posted results) came up with this:

Posted Image
http://mwomercs.com/...x-localization/


I don't see the broken part about it. Are you really sure the issue is hitboxes, rather than something else like I dunno netcode or hitreg? People on this forum very often point to hitboxes as the first issue on many mechs, without having any real evidence to back it up.

Go shoot at the Spider on the HPG or Crimson testing grounds to test its hitboxes. If you find some issue with it there, then post it. If you don't find any issues on the testing grounds, chances are it's related to netcode because that's the only difference between testing grounds and a live match.


That image shows very well why you should only be shooting at the legs when you shoot a Spider. Those leg hit boxes are almost 50% of the mech!

If you try to shoot them in the torsos, head or even the arms, the damage just gets spread all over the little thing. Concentrate fire on the legs and they will go down much faster. Once that first leg is destroyed, and they lose their speed advantage, Spiders are toast.

The same thing applies to the Firestarters, which are almost as hard to kill as Spiders.

I think it's due to their narrow limbs and humanoid shapes. There isn't much PGI can do about it without redesigning the entire mech until it doesn't even look like what it's supposed to be anymore. Like FDJustin said, they have already resized the hitboxes to make them larger than what we see on the actual mech.

#7 FDJustin

    Member

  • PipPipPipPipPipPip
  • 440 posts

Posted 21 August 2014 - 05:56 PM

You might actually kill a firestarter faster if you aim for the torso. But then, it's legs, while properly spread out (Unlike a spider's legs with dem hips) are pretty meaty, and can't really be twisted to dictate damage.

http://mwomercs.com/...x-localization/ You can see it's hitboxes in here. The boxes are actually pretty decently sized and I don't find Firestarter's too hard to hit where I want. Other people who are banking on an XL hit my side torsos juuuuust fine, too.

Still. You can't go wrong going for any light's legs- Unless it's a light vs light duel, in which case the one aiming for the torso is probably going to win, while the other loses a leg.

*Firestarter's being 35 ton mechs with big side torsos makes them feel beefier than spiders (more HP) and even Jenners or Ravens, but it's an illusion- They just spread damage better due to the big vulnerable side torsos and arms.

Edited by FDJustin, 21 August 2014 - 05:58 PM.


#8 A banana in the tailpipe

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • 2,705 posts
  • Locationbehind your mech

Posted 21 August 2014 - 06:25 PM

It use to be that the CT went all the way down to the kneecaps. Spiders are much easier to kill now.





3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users