

Marauder 2 Cockpit
Started by DjStickyMouse, Apr 19 2019 11:16 AM
9 replies to this topic
#1
Posted 19 April 2019 - 11:16 AM
Soooooooooo.... Its a real thing that the Cockpit hit boxes on these things must be HUGE..... since I got to start playing with these new mechs 2 days ago I've been Killed by headshot More times than I have since starting playing in 2013....... 6 years...... ive been headshot MAYBE 2 or 3 times.... I've been headshot in this mech 5 times in the last 2 days......
FIX...............IT................
And to the guy on the dev team who set the hitbox for it...... you're an idiot..... you had a good template in the first 2 marauders the IS heavy and Clan assault........ and you some how screwed this up...... HOW DID YOU SCREW THIS UP?
I really feel like we deserve and answer as to what it was that you were thinking.................... Really...... you could have just used the hit box on the clan version and you would be fine............ but SOMEHOW you thought "NO I DON'T NEED THAT ILL DO IT BETTER!!!!!" well no you didn't you failed bad.....
FIX...............IT................
And to the guy on the dev team who set the hitbox for it...... you're an idiot..... you had a good template in the first 2 marauders the IS heavy and Clan assault........ and you some how screwed this up...... HOW DID YOU SCREW THIS UP?
I really feel like we deserve and answer as to what it was that you were thinking.................... Really...... you could have just used the hit box on the clan version and you would be fine............ but SOMEHOW you thought "NO I DON'T NEED THAT ILL DO IT BETTER!!!!!" well no you didn't you failed bad.....
#2
Posted 19 April 2019 - 11:28 AM
The reason for the big cockpit hitbox is that PGI has to use official battletech art of battlemechs as reference to remake them in the game.
This picture might give you an answer
This picture might give you an answer

#3
Posted 19 April 2019 - 11:35 AM
They can make the head hitbox smaller than the glass. They do that on most 'Mechs, just not sufficiently on this one (or the NSR, to be honest).
Edited by Y E O N N E, 19 April 2019 - 11:35 AM.
#4
Posted 19 April 2019 - 11:39 AM
Its no excuse they know how big they should be making these hitboxes.... NO EXCUSE WHAT SO EVER
#5
Posted 19 April 2019 - 11:51 AM
Y E O N N E, on 19 April 2019 - 11:35 AM, said:
They can make the head hitbox smaller than the glass. They do that on most 'Mechs, just not sufficiently on this one (or the NSR, to be honest).
True. Most of the time when PGI released a new mech,on day one, there were usually some problems.
-The size of the Blood Asp's gun pods
-And the recent Warhammer IIC being smaller than the IS Warhammer despite weighing 5 more tons
We know clan tech is good but it's not THAT good

So you need not to worry. It should be fixed sometime soon in a future patch
o7
Edited by ObeyTheLion, 19 April 2019 - 11:52 AM.
#6
Posted 19 April 2019 - 11:54 AM
The Blood Asp's gun pods being small was a GOOD thing for that chassis, though.
#8
Posted 19 April 2019 - 12:02 PM
ObeyTheLion, on 19 April 2019 - 12:00 PM, said:
Oh, now I remember. I thought it was the other way around. ^^"
Wait...
Does this prove that PGI hates clanners? D:
Wait...
Does this prove that PGI hates clanners? D:
No, it proves that PGI needs to apply more brain when a geometry change is going to impact gameplay. That means they need to add quirks/agility/not make the change.
#9
Posted 19 April 2019 - 12:05 PM
DjStickyMouse, on 19 April 2019 - 11:39 AM, said:
Its no excuse they know how big they should be making these hitboxes.... NO EXCUSE WHAT SO EVER
LOL if you've been around as long as you say you have then PGI having an excuse for their ineptness should be the last thing you expect.
#10
Posted 19 April 2019 - 01:11 PM
And would think the headshots on MadCat would be easy.
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