Paigan, on 20 August 2017 - 11:19 PM, said:
As I said ingame (was that you? The wording is the same...): just look at the model.
I don't get people buying a Mech with almost no arms and then needing a good beating ingame first to realize: "Hey! It's got no arms to speak of!"
That being said, AFAIK the actual hit boxes of a Mech differ potentially greatly from the model.
E.G. the MADIIC feels about twice as tanky as the WHK. A lot of shots to the torso seem to be registered to the legs. The rather small arms absorb way more damage than the WHK's big arms.
(Experience from piloting it, not from shooting at it. I always wonder how long I can survive in the MADIIC and how TF my legs get more damaged than my torso)
So maybe you want to argue that there should be big "ghost hit boxes" around the stub arms.
The Question, then, would be:
Think that was me ingame, your name looks familiar.
I'm not asking to artificially increase the arm hitboxes.
And looking at the model, the arms ARE really big, they actually cover most of the torso area, at least when twisting up to 90°. And because these arms are so big, I'm actually surprised how I feel like losing a side torso way before losing an arm (yes, I do try to twist).
So I didn't mean to ask for the arms to be changed. I was just stating my surprise at how the arms don't feel as good for shield as I would have expected (again, personal opinion. maybe I'm just doing it wrong).
Talking about ghost hitboxes and model changes though, I still think the MkII could do with a slight downscaling of the whole torso area. When comparing it to the concept art, it just looks inflated to me. Not asking for a lot, to the point where this thing would actually turn into a torso twist beast. Just hoping it could get a little more in line with the gorgeous concept art.
But yeah, seeing how often people demand an overhaul on it's walking animation, that one would most likely get done long before anyone looked at re-scaling the model.