Not even its arms would have taken damage because its hitbox was completely desynced and leading its direction of movement by about 2 mech lengths there, which is a close call, but just enough to clear all shots.
Notice that he does take the laser damage from your teamate up higher on the hill because at that point he is at a near deadstop where the hitbox and his geometry are close enough together to allow some reg.
The geometry you see there is not what really registers damage, its the invisible hitbox which pulls that geometry around as though its on a rubberband is what will need to be hit to for damage to register.
I play alot of Left-4-Dead and other Halflife-2 SOURCE engine based games, and its very similar in how physics collisions work, bump into another mech and you kinda jiggle around and teleport around eachother, or Melee such as in SOURCE games is a hitbox vs hitbox only issue.
With Melee weapons in SOURCE, you always have to lead a target at where its hitbox is for anything to register, you'll still get clientside soundseffects and even blood/sparks and all the telltale signs of a successful hit (false positives), but for your target to take damage, it must literally hit that invisible hitbox for anything to happen.
Difference is, SOURCE has a pretty decent hitscan detection for bullets (except there is no physics applied, its just lasertag tbh), better than most.
Now some people may not agree, but IMO Battlefield-4 is the only multiplay game I've ever played that has really good hitregistry all the time, not perfect, but better than the rest, and the majority of the weapons involved are all ballistic, with range drop physics and travel time as well.
Battlefield-4 uses Host-state-rewind afaik.
This is how things work in SOURCE engine games, and it seems to be so similar to whats happening here, I thought I'd post it.
Edited by Mister D, 25 September 2014 - 09:59 PM.



























