Rescale Hitbox Changes
Started by cazidin, Jun 20 2016 12:55 PM
9 replies to this topic
#1
Posted 20 June 2016 - 12:55 PM
Greetings Mechwarriors. Today I have a simple question. Will any of you join me in testing the new hitboxes after the rescale for the Kodiak, Black Knight, Marauder, etc?
#2
Posted 20 June 2016 - 02:24 PM
cazidin, on 20 June 2016 - 12:55 PM, said:
Greetings Mechwarriors. Today I have a simple question. Will any of you join me in testing the new hitboxes after the rescale for the Kodiak, Black Knight, Marauder, etc?
I can be persuaded. Getting my PH so I'll have premium running too.
#3
Posted 20 June 2016 - 02:43 PM
v v
Tarogato, on 17 June 2016 - 01:03 PM, said:
Btw, if you guys want to ever test hitboxes yourselves, just take your mech into Academy. Switch it out for another mech (I usually use the Cicada) and it will put your mech back on it's own pedestal near the Ember. When you stand on the beacon in front of the mech, it will power up so you can see the paperdoll for registering hitboxes. In order to test the rear hitboxes (or any other angle), get behind your mech and give it a good couple shoves until it slides onto the beacon, which will leave it powered up. You'll have to repeat this any time you kill and respawn the mech.
#5
Posted 20 June 2016 - 02:57 PM
Are you going to account for latency in these tests? Stationary hitbox tests would seem useless. I would also form a group to compare off of, as you have no comparison after the patch tomorrow. The mech could be 10% bigger (I don't think any mech got that big) but you could have a streamlined hitbox that, say, makes it more like 2.3% but you'd never know unless you had a good test in this version.
#6
Posted 20 June 2016 - 02:58 PM
ShoeKush, on 20 June 2016 - 02:57 PM, said:
Are you going to account for latency in these tests? Stationary hitbox tests would seem useless. I would also form a group to compare off of, as you have no comparison after the patch tomorrow. The mech could be 10% bigger (I don't think any mech got that big) but you could have a streamlined hitbox that, say, makes it more like 2.3% but you'd never know unless you had a good test in this version.
... what.
#7
Posted 20 June 2016 - 07:06 PM
Seriously. Will anyone want to test the new hitboxes or just skip it and go straight into the battlefield?
#8
Posted 20 June 2016 - 07:08 PM
Tarogato, on 20 June 2016 - 02:58 PM, said:
... what.
You don't seem to know what you're doing. Hitboxes "rubberband" with latency, that's why sometimes your shot looks like it landed behind the mech but still hit. This why I suggested taking a more comprehensive look at it.
tldgetit: This: ft. That
Edited by ShoeKush, 20 June 2016 - 07:08 PM.
#9
Posted 20 June 2016 - 11:45 PM
ShoeKush, on 20 June 2016 - 07:08 PM, said:
You don't seem to know what you're doing. Hitboxes "rubberband" with latency, that's why sometimes your shot looks like it landed behind the mech but still hit. This why I suggested taking a more comprehensive look at it.
tldgetit: This: ft. That
The rubberbanding is not constant. It's impossible to measure comprehensively. A stationary test is the best we can do.
#10
Posted 21 June 2016 - 07:06 AM
ShoeKush, on 20 June 2016 - 07:08 PM, said:
You don't seem to know what you're doing. Hitboxes "rubberband" with latency, that's why sometimes your shot looks like it landed behind the mech but still hit. This why I suggested taking a more comprehensive look at it.
tldgetit: This: ft. That
I've tested the latency/lag before between two players with a large ping disparity (one at ~30 and the other at ~250+). I comprehensively tested the hitboxes best I could on moving Stormcrows and moving Jenners. The amount that the hitboxes lagged behind the high ping player was about equivalent to the width of a Locusts little arm pod, or probably less than the diameter of a laser lens on most mechs. It was almost completely negligible. There didn't seem to be more lag at higher speeds, it was about the same displacement for both the SCR and JR7(XL300) at top speeds.
And when we're talking about mech-specific hitboxes, we don't care about lag. We're talking about what parts of the mech are supposed register as damage for which component. So bringing rubberbanding into the discussion is pointless, it's not part of the topic at hand.
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