There is something wrong with the hitbox on the Assassin legs. The legs take damage at a much greater rate then other mechs of similar size.
What I think is happening is the hitbox on the interior of the legs is taking damage that should be counted as a miss. Simply aiming at the legs is doing full damage during the animation instead of having damage pass between the legs.
I have seen other posts where people say it's just a matter of hiding the legs, but it's impossible to keep them behind terrain all of the time. This is especially troubling when fighting light mechs who are able to burn through 40+ armor legs in one or two volleys. This indicates the legs are taking full damage from laser volleys which is not what happens on other mechs of similar size.
Please PGI, look into the Assassin legs and verify the hitboxes and how the hitboxes behave during the animation. I'm sure y'all have the data to support whether or not the Assassin is being legged proportional to similar mech designs.


Assassin Legs- Hitbox Is Bugged
Started by Ruar, Apr 22 2017 07:13 PM
7 replies to this topic
#1
Posted 22 April 2017 - 07:13 PM
#2
Posted 23 April 2017 - 04:19 AM
PGI had made such errors before, where certain mechs took disproportionately large amount of leg damage before, albeit when falling down. Post it in the patch feedback forums though.
#3
Posted 23 April 2017 - 06:40 AM
Maybe it has giant invisible leg hitboxes that are larger than the legs on the model, like the Raven?
Could be interesting to test out.
Could be interesting to test out.
#4
Posted 23 April 2017 - 07:18 AM
Juodas Varnas, on 23 April 2017 - 06:40 AM, said:
Maybe it has giant invisible leg hitboxes that are larger than the legs on the model, like the Raven?
Could be interesting to test out.
Could be interesting to test out.
I have premium time from the event, and I'm sure any Assassin owner would as well. I've also done rigorous hitbox checks before, and I have a lot of patience, so if anybody wants to hop in a private lobby with me to check it out... lemme know. =3
#5
Posted 23 April 2017 - 08:42 AM
El Bandito, on 23 April 2017 - 04:19 AM, said:
PGI had made such errors before, where certain mechs took disproportionately large amount of leg damage before, albeit when falling down. Post it in the patch feedback forums though.
The last patch that came out or the patch when the Assassin was released? I did look for a bug report forum but couldn't find one and I assumed posting on a month old thread wouldn't be noticed by the devs.
#6
Posted 23 April 2017 - 09:25 AM
Ruar, on 23 April 2017 - 08:42 AM, said:
The last patch that came out or the patch when the Assassin was released? I did look for a bug report forum but couldn't find one and I assumed posting on a month old thread wouldn't be noticed by the devs.
Post it on the last patch's feedback forums.
#8
Posted 23 April 2017 - 09:37 AM
There is nothing wrong with the Assassin's legs.
It has to do with how large the legs are. Look at them. Especially from a frontal profile, they are wide at the top and so will draw a lot of fire; this is where being fast comes into play. I have learned to try to keep as much armor as I possibly can on the Assassin's legs.
Conversely, one could say the Assassin's torso hitbox is wack, as it is so small it tanks damage quite well.
It has to do with how large the legs are. Look at them. Especially from a frontal profile, they are wide at the top and so will draw a lot of fire; this is where being fast comes into play. I have learned to try to keep as much armor as I possibly can on the Assassin's legs.
Conversely, one could say the Assassin's torso hitbox is wack, as it is so small it tanks damage quite well.
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