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Confirmed Very Broken Marauder Hitboxes And How To Kill Them


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#1 Bonger Bob

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Posted 17 December 2015 - 08:54 PM

had the lovely pleasure of having a dc'd enemy Marauder that i was able to line up on several angles to shoot at with my arctic cheetah today.......OMFG the hit boxes on the top side of the entire thing REGISTER NO DAMAGE whatsoever. I mean ZERO, almost the entire things top half of the torso including the arms, anywhere in the frontal and side zones do not even make your sight flash red to indicate a hit, no paper doll flash on target, nothing.

Only way around it i found was to aim for the lower half below the arms mid point, or on very specific angles almost dead center in front, even on the frontal though it was 50/50. only way i could get the torso to flash a hit regularly was to aim for it balls, literally, and even then it seemed to drift some hits to the sides.

Forget hitting the head unless your at least 2 mech heights above it on a sharp downward angle, but at least the torso can be lit up this way.

The only way i could get reliable hits was to the legs, or the rear of the torso sections, but even that had what seems oddly tight angles before you fall back into the no hit register sections again.

basically the thing is nigh on immune to side damage on the top half from any side angle and most frontal angles. Aim for it's crutch or jam your weaponry up its tail pipe.

another heavily bugged mech for the books, how long till they fix it is the question ??

#2 Bishop Steiner

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Posted 17 December 2015 - 08:56 PM

DC'd mechs are usually out of sync, and thus of minimal value for determining things like this-

#3 Mcgral18

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Posted 17 December 2015 - 08:57 PM

Do not test hitboxes on Disco mechs.

Do Private Match testing. Discos are occasionally desynched from the server.
I remember shooting the ST of a Raven, and hitting the head of all things. Meters off, in a different direction.

#4 Bonger Bob

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Posted 17 December 2015 - 09:01 PM

View PostBishop Steiner, on 17 December 2015 - 08:56 PM, said:

DC'd mechs are usually out of sync, and thus of minimal value for determining things like this-


so PGI can't even get an inanimate mech to sync and display......i wish i could say i was surprised....

View PostMcgral18, on 17 December 2015 - 08:57 PM, said:

Do not test hitboxes on Disco mechs.

Do Private Match testing. Discos are occasionally desynched from the server.
I remember shooting the ST of a Raven, and hitting the head of all things. Meters off, in a different direction.


another reason we can't have private servers i guess, it might expose the true depth of the problem if we could actually accurately test things.

#5 El Bandito

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Posted 17 December 2015 - 09:08 PM

Leg all the Marauders!

First thing I learned when facing them in CW.

#6 1Grimbane

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Posted 17 December 2015 - 09:18 PM

yeah when in doubt about hitboxes go for the legs.... unless the leg hitboxes are the ones in question.. who knows anymore

#7 Tarogato

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Posted 17 December 2015 - 09:19 PM

Disconnected mechs are sometimes drastically out of synch, usually in both position and rotation.
Here are the actual hitboxes:

View PostTarogato, on 02 December 2015 - 05:51 PM, said:

Posted Image
Posted Image

Posted Image

Posted Image


#8 1Grimbane

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Posted 17 December 2015 - 09:22 PM

look at them side torso's

#9 Ted Wayz

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Posted 17 December 2015 - 09:23 PM

View PostBonger Bob, on 17 December 2015 - 08:54 PM, said:

had the lovely pleasure of having a dc'd enemy Marauder that i was able to line up on several angles to shoot at with my arctic cheetah today.......OMFG the hit boxes on the top side of the entire thing REGISTER NO DAMAGE whatsoever. I mean ZERO, almost the entire things top half of the torso including the arms, anywhere in the frontal and side zones do not even make your sight flash red to indicate a hit, no paper doll flash on target, nothing.

Only way around it i found was to aim for the lower half below the arms mid point, or on very specific angles almost dead center in front, even on the frontal though it was 50/50. only way i could get the torso to flash a hit regularly was to aim for it balls, literally, and even then it seemed to drift some hits to the sides.

Forget hitting the head unless your at least 2 mech heights above it on a sharp downward angle, but at least the torso can be lit up this way.

The only way i could get reliable hits was to the legs, or the rear of the torso sections, but even that had what seems oddly tight angles before you fall back into the no hit register sections again.

basically the thing is nigh on immune to side damage on the top half from any side angle and most frontal angles. Aim for it's crutch or jam your weaponry up its tail pipe.

another heavily bugged mech for the books, how long till they fix it is the question ??

When I read this I replaced Marauder with Arctic Cheetah and it made the same amount of sense.

#10 Tarogato

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Posted 17 December 2015 - 09:25 PM

View PostTed Wayz, on 17 December 2015 - 09:23 PM, said:

When I read this I replaced Marauder with Arctic Cheetah and it made the same amount of sense.


*sigh*

Might as well all-in on this... lol

View PostTarogato, on 02 December 2015 - 05:51 PM, said:

On the topic of Arctic Cheetahs...


The Arctic Cheetah is a bit maligned as having broken hitboxes. It tanks so much damage that it can only be full of deadzones and magic pixie dust. Well, I've put the hitboxes to scrutiny. Very heavy scrutiny. I've attempted to map every pixel on the following images as accurately as I possibly could and I've spent many hours doing this. Hopefully this will lay to rest the claims of "broken hitboxes" for this mech and point out the few minor flaws it does possess so that hopefully PGI can address them.

First, the discrepancies between the visual model and the physical hitboxes. By tracing the outline of a mech with your range finder you can determine exactly where the mech's hitbox begins and ends. The following image shows these discrepancies: red is for dead zones (parts of the mech you can shoot right through) and yellow is for "invisible" hitboxes that you can hit but doesn't appear to the naked eye.

Posted Image

What we can see here is that the hitboxes are VERY tight and for the most part very well done. The cupola on the top of the mech's head is not meshed for hits, but that's to be expected. Where the arm joins the shoulder there is a bit of "invisible arm" syndrome, but it's not a big deal. The bottom of the front pelvic plate protrudes downward a little as well. But the most noticeable error is the chunk of lower leg on either side that isn't included in the hitbox, making the legs smaller than they actually appear. Also, the ankles and toes aren't included.

I won't bother providing a graphic for the side view - it's actually a lot more accurate. The only discrepancies I could find from the side where that the leg hitbox protudes noticeably at the shins making the leg larger than it appears, offering the opposite effect from what the frontal view gets and effectively cancelling both out in the grand scheme of things.

Posted Image

From the front this is very typical and I've found nothing noteworthy. I won't bother providing a side view - for the most part side panels of the mech all count towards the adjacent front hitbox, pretty standard stuff and I haven't discovered any issues.

Posted Image

From the rear it's slightly more interesting, but nothing surprising. The laser mounts on top of the side torsos count as front torso from all angles. The frontal pelvic plate can be hit from behind, but it's rather inconsequential. At the narrow-most point in the pelvis/hipjoint it is possible to reach through and touch the front side torsos, but it's somewhat difficult to do and actually impossible from most angles. This is actually typical of most mechs, so again - not surprising.




Many Cheetahs were harmed in the making of these graphics.

Like I said, I tried to be as exacting as possible in mapping these hitboxes. Hopefully this helps anybody who might have some questions about them or is curious to see what they look like. Lastly, here's an slow-mo of a prominent streamer that missed an ACH and blamed the hitboxes being broken instead of accepting that he simply could have missed because it's a tiny mech with slender limbs:

Posted Image


#11 DivineTomatoes

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Posted 17 December 2015 - 09:31 PM

Do you have any real proof of this other than your "word".

It's not that I don't trust you, it's that I really don't trust you.

#12 Tarogato

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Posted 17 December 2015 - 09:32 PM

View Postgh0s7m3rc, on 17 December 2015 - 09:28 PM, said:


This. It really is not just the easiest but also the most efficient way to eliminate them. Posted Image
(unless, of course, you can headshot them. or if the MAD in your crosshair is already cored)


What it also does it tell them "Hey, I'm being shot in the legs. lol! I don't need to torso twist anymore then, ... DAKKADAKKADAKKA!!!" and a legged Marauder is still a Marauader with all its weapons. Except now it has a shield leg. =P

#13 Jun Watarase

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Posted 17 December 2015 - 09:34 PM

I consistently see the marauder tank more firepower than most IS assaults. Part of the problem is of the silly -50% damge rule when shooting a destroyed component...it lets mechs with huge side torsos use them as massive -50% damage shields.

#14 mariomanz28

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Posted 17 December 2015 - 09:48 PM

I don't have the means to test this but I have noticed during a live match, on a live mech that there seems to be a blackhole on the Marauder. I put two alphas of 7 MPL into the open yellow CT of a MAD in one match, the the CT flashed and never changed color, on both alphas.

Glad to see I'm not the only one. Most people I've told about it just say there is nothing wrong them and the hitboxes are fine. Then again I said something about the Spider, the Firestarter, and the Arctic Cheetah before too and people said they were fine yet they had hitboxes fixed sometime afterwords.

I'm sure we will see some kind of fix for them when they go on sale for Cbills.

#15 Mcgral18

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Posted 17 December 2015 - 09:48 PM

View PostBonger Bob, on 17 December 2015 - 09:01 PM, said:

another reason we can't have private servers i guess, it might expose the true depth of the problem if we could actually accurately test things.


The Private Match is the one that works, Raven was a Disco from a CW match...dropped the wrong way or something mechanically, but not visibly.

#16 Deathlike

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Posted 17 December 2015 - 09:51 PM

Dropships on discoed mechs are annoying to headshot in CW.

#17 Lead Sponge

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Posted 18 December 2015 - 01:00 AM

View PostEl Bandito, on 17 December 2015 - 09:08 PM, said:

Leg all the Marauders!

First thing I learned when facing them in CW.


Yup. The first thing I did was up-armor my legs.

#18 Gas Guzzler

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Posted 18 December 2015 - 01:07 AM

Wow those STs are so big

#19 DarthHias

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Posted 18 December 2015 - 01:09 AM

Well, they are rather tanky, but many pilots strip too much from their legs, so always check those. Or just take out the right ST then inflate your damage score. Posted Image

#20 Nightshade24

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Posted 18 December 2015 - 01:11 AM

View PostBonger Bob, on 17 December 2015 - 09:01 PM, said:


so PGI can't even get an inanimate mech to sync and display......i wish i could say i was surprised....

Well, another way of how to look at it: how does PGI sync to something that isn't even connected?
Most other games have the vehicle spontaneously explode or if you are a person you spontaneously die if you loose connection due to this. MW: O didn't as they got a reconnect feature.





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