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Just To Confirm: Weapons Add To Hitboxes... Correct?


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#1 mistlynx4life

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Posted 09 November 2017 - 03:29 AM

Like the title says. I'm fairly certain this is correct but I wanted to confirm this - weapons count as extensions of the hitbox they are mounted in...?

#2 Athom83

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Posted 09 November 2017 - 04:44 AM

Yes

#3 Paigan

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Posted 09 November 2017 - 04:45 AM

I am not sure, but I think I read somewhere that stuff doesn't really get mounted on the technical level, but there are tons of redundant Mech components (e.h. TBR STs with ears and without ears) and the loadout determines which model to use actually.
If that is true, then I'm pretty sure that "weapons" (I guess you mean things like AC barrels, not the big missile cases) do not add to hitboxes.

Edited by Paigan, 09 November 2017 - 04:46 AM.


#4 mistlynx4life

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Posted 09 November 2017 - 05:23 AM

I'm specifically asking about Mist Lynx arms - when you load them up, do they add to the arm hitbox? I do wish Testing Grounds allowed us to choose what 'mechs get loaded...

#5 Jay Leon Hart

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Posted 09 November 2017 - 05:34 AM

Yes, they add to the hitbox.

See: any 'mech with optional missile pods, inc. ACH, UZL, BSW, GRF, SHD, TDR, WHM, HBR, SMN, TBR, BLR, MAL. MCII.

#6 Paigan

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Posted 09 November 2017 - 05:43 AM

View Postmistlynx4life, on 09 November 2017 - 05:23 AM, said:

I'm specifically asking about Mist Lynx arms - when you load them up, do they add to the arm hitbox? I do wish Testing Grounds allowed us to choose what 'mechs get loaded...


I'm still not sure if my information with the redundant models is correct, but if it is, it would mean that your MLX gets switched in a bigger arm model. So while the weapon itself does not add to the hitbox, the bigger arm would indeed have a bigger hitbox.

Maybe that's just smart-a$$-ness from me. Or confusion. In the end, I'm pretty sure that it is true that equipping more stuff makes the hitbox bigger, one way or another.

Like Jay says:

View PostJay Leon Hart, on 09 November 2017 - 05:34 AM, said:

Yes, they add to the hitbox.

See: any 'mech with optional missile pods, inc. ACH, UZL, BSW, GRF, SHD, TDR, WHM, HBR, SMN, TBR, BLR, MAL. MCII.

Edited by Paigan, 09 November 2017 - 05:44 AM.


#7 mistlynx4life

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Posted 09 November 2017 - 05:47 AM

Rad. Thanks, folks! ;)

#8 Jackal Noble

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Posted 09 November 2017 - 06:34 AM

Take it into training grounds and swap out to another mech. You'll be able to see the difference your builds' hitboxes.

#9 Verilligo

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Posted 09 November 2017 - 06:55 AM

View PostPaigan, on 09 November 2017 - 05:43 AM, said:


I'm still not sure if my information with the redundant models is correct, but if it is, it would mean that your MLX gets switched in a bigger arm model. So while the weapon itself does not add to the hitbox, the bigger arm would indeed have a bigger hitbox.

Maybe that's just smart-a$$-ness from me. Or confusion. In the end, I'm pretty sure that it is true that equipping more stuff makes the hitbox bigger, one way or another.

Some games do just switch models around and give different hitboxes based on that, but MWO does actually go the full length of matching up hitbox geometry with mech geometry. If you add a laser cube, your hitbox is expanded by exactly the size of that laser cube. This is basically the only purpose of the hand actuator currently, it enlarges the size of the arm hitbox to better shield with.

#10 Tordin

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Posted 09 November 2017 - 08:25 AM

I so wish added weapon geometry, like the Catapults and Timber Wolves missile pods, automatically creates separate components and the needed hitboxes for them. Its kinda nonsensical that all of the side torsos including the part that contains the armaments, take the blunt of the damage when they are not hit.
Short said. Hitting the missile pod itself shouldnt damage the shared side torso hitbox with the nose/ side of the cockpit.
Shouldnt make the in-game paperdoll too cluttered with additional universal components added to the existing side torsos or any other part of the mech.

#11 Verilligo

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Posted 09 November 2017 - 08:41 AM

View PostTordin, on 09 November 2017 - 08:25 AM, said:

I so wish added weapon geometry, like the Catapults and Timber Wolves missile pods, automatically creates separate components and the needed hitboxes for them. Its kinda nonsensical that all of the side torsos including the part that contains the armaments, take the blunt of the damage when they are not hit.
Short said. Hitting the missile pod itself shouldnt damage the shared side torso hitbox with the nose/ side of the cockpit.
Shouldnt make the in-game paperdoll too cluttered with additional universal components added to the existing side torsos or any other part of the mech.

They tried that in MW4. Generally you just didn't put weapons in those spots because they were likely to get shot off before you could really use them effectively.

#12 FupDup

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Posted 09 November 2017 - 10:29 AM

View PostTordin, on 09 November 2017 - 08:25 AM, said:

I so wish added weapon geometry, like the Catapults and Timber Wolves missile pods, automatically creates separate components and the needed hitboxes for them. Its kinda nonsensical that all of the side torsos including the part that contains the armaments, take the blunt of the damage when they are not hit.
Short said. Hitting the missile pod itself shouldnt damage the shared side torso hitbox with the nose/ side of the cockpit.
Shouldnt make the in-game paperdoll too cluttered with additional universal components added to the existing side torsos or any other part of the mech.

Eh, the Catapult doesn't need that because it doesn't have any form of arms other than those missile pods.





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