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Pgi Man Up And Tell Your Programmers To Fix That Spider Hitboxes


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#1 An Innocent Urbie

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Posted 21 May 2017 - 03:16 AM

that spider in my last game ate a bunch of missiles both SRM and LRM and yet it manages to survive

#2 The Basilisk

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Posted 21 May 2017 - 03:23 AM

Happens with every mech, it's just that it is especially obvious with lights.
Encountered an Huntsman in scouting on Grim Portico.
That guy ignored me while he and his guys where firing on my team mate.
I pushed more than twohundred SRMs at ranges between 100m and pointblank into him and he was barely orange.
Not nice but it simply happens sometimes.

Or you managed to get behind a Kodiak who is punishing your guys with AC fire. I was in my AS7-S and fired three alphas in to his back. He just turned after barely noticing the first two and killed me.

#3 Jay Leon Hart

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Posted 21 May 2017 - 03:29 AM

View PostAn Innocent Urbie, on 21 May 2017 - 03:16 AM, said:

that spider in my last game ate a bunch of missiles both SRM and LRM and yet it manages to survive

HSR issues, ping issues, poor aim - all things that explain most "LIGHTS OP!" posts.

#4 An Innocent Urbie

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Posted 21 May 2017 - 03:33 AM

View PostJay Leon Hart, on 21 May 2017 - 03:29 AM, said:

HSR issues, ping issues, poor aim - all things that explain most "LIGHTS OP!" posts.



they should change it to "LIGHTS BROKEN!!"

#5 sycocys

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Posted 21 May 2017 - 03:34 AM

The one downside to SRMs is that because of their over-detailed maps, missiles can often explode for no damage on invisible terrain/object boxes.

The other big one is that for some reason unlike LRMs, srm volleys tend to get lost in the HSR system if there's some large ping differences.

#6 Alexander of Macedon

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Posted 21 May 2017 - 06:04 AM

View Postsycocys, on 21 May 2017 - 03:34 AM, said:

The one downside to SRMs is that because of their over-detailed maps, missiles can often explode for no damage on invisible terrain/object boxes.

The other big one is that for some reason unlike LRMs, srm volleys tend to get lost in the HSR system if there's some large ping differences.

That isn't too much detail, that's too little-the map hitboxes are ****** and imprecise, to the point that a lot of hills, walls, and obstacles have meter+ high invisible walls that eat fire which should be going through gaps.

The Tormaline blocky ridges I can sort of understand (though why have stuff like that if you can't get the hitboxes right?), but there's no excuse for the disgustingly bad hitboxes on most of Polar Highlands.

#7 Ghogiel

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Posted 21 May 2017 - 06:18 AM

hit reg is pretty **** since the patch.

Had a medium getting full burns CT and it not reg, had another one get full burn CT, all regs on the arm. Had some issues with having to lag lead on lights. Some JJing hit reg shenanigans (PGI does admit that thier HSR doesn't work with JJ very well)

A few other dodgy reg issues the past few days but at distance/ under pressure/fast twisting so those would need watching in slowmo reviews to tell for sure.

#8 Mcgral18

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Posted 21 May 2017 - 06:28 AM

Spider hitbox width=~ a Meter or Two


Missile spread=multiple meters



You can figure the rest out

#9 Magnus Santini

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Posted 21 May 2017 - 06:34 AM

Spiders have eight legs.

#10 Tarogato

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Posted 21 May 2017 - 06:35 AM

Yeah, I've never noticed an issue with Spider hitboxes. I suppose I should map them out, just to be 100%. But Spiders are thin mechs - generally, if you can't kill it, it's because your aim isn't perfect.

#11 Ghogiel

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Posted 21 May 2017 - 08:35 AM

View PostTarogato, on 21 May 2017 - 06:35 AM, said:

Yeah, I've never noticed an issue with Spider hitboxes.

Appart from before the time when PGI fixed the black hole deadzone on the torso...

#12 nehebkau

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Posted 21 May 2017 - 08:43 AM

"my missiles spread damage all over the fast moving mech -- it's hit boxes must be broken"
"I alpha the fast moving and twisting mech and it didn't die -- it's hit boxes must be broken"
"I've forgotten the very first rule of mechwarrior, shoot for the legs on lights -- must be the hit boxes"

#13 Darian DelFord

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Posted 21 May 2017 - 08:45 AM

View PostAn Innocent Urbie, on 21 May 2017 - 03:16 AM, said:

that spider in my last game ate a bunch of missiles both SRM and LRM and yet it manages to survive


The hit boxes are not the problem

This patch re-introduced Hit Reg issues like you would not believe. I have had hits dead CT of an atlas and NOTHING registers.

Hix Boxes are not the problem. The fact that PGI can not code right is the problem.

#14 Tarogato

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Posted 21 May 2017 - 09:04 AM

View PostDarian DelFord, on 21 May 2017 - 08:45 AM, said:

The hit boxes are not the problem

This patch re-introduced Hit Reg issues like you would not believe. I have had hits dead CT of an atlas and NOTHING registers.

Hix Boxes are not the problem. The fact that PGI can not code right is the problem.


I haven't noticed any hitreg issues myself, but there's definitely been some pretty crazy rubber banding episodes since the patch. Mechs just randomly walking in place and then teleporting 200m away. Dunno what's causing that, because every time I've seen it, everybody's latency's were fine.

#15 DAYLEET

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Posted 21 May 2017 - 09:53 AM

View PostTarogato, on 21 May 2017 - 06:35 AM, said:

Yeah, I've never noticed an issue with Spider hitboxes. I suppose I should map them out, just to be 100%. But Spiders are thin mechs - generally, if you can't kill it, it's because your aim isn't perfect.

it's not with the spider, like in the days, but with the game. I had this commando doing circles around me, i couldnt hit it until i started shooting 3 mech thick in front of him. Ive not had this kind of "lag" in a fps since bad company 2 where it was the norm to adjust to the server but it was for everyone. Now its mostly for light mech and just randomly. You cant have client side hit registration because cheats but it would be nice that my shots go where i aim.

#16 FupDup

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Posted 21 May 2017 - 10:29 AM

The Spider got significantly inflated in the rescale. It's easier to kill now than it has ever been.





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