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Head Shots


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#1 simon1812

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Posted 03 January 2024 - 07:45 PM

I think they are too difficult, and they shouldn't be, its one of the reason players driving a mech like the crael can just walk towards you with all them machineguns and eat your CT armor, at least if the cockpit we see on a mech were to reflect the actual target (rather than the little square window) I think it would actually level the field and encourage smarter gameplay, it wouldnt be just the weapons, skill would play a bigger role, reasonable level of skills, for as of right now cockpit shot are a tall order...unless the target sits there all careless long enough to adjust your aim.

Edited by simon1812, 04 January 2024 - 03:26 PM.


#2 JumpingHunter

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Posted 04 January 2024 - 02:27 AM

Agree, even if making headshots too easy will hurt the game and make them more frustrating than impressive, we at least should be able to shoot enemy mech in it's actual cockpit glass texture and expect it to count as a head, not as CT, for some reason. On some mechs head hitbos is so unreasonably small that it's honestly may as well not exist in a first place. Entire surface of cockpit glass texture should be counted as a head.

#3 ScrapIron Prime

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Posted 04 January 2024 - 06:03 AM

Except that the models were designed for a board game (or in some cases a TV show) and not a first person shooter. Yes, they've been adapted, but not radically redesigned. Making the head hitbox equal the entire modelled head or entire modelled window glass will drop time to kill on so many mechs to practically nothing that it will make playing those mechs into instant suicide.

To do this, you would need to re-sculpt a lot of models in the game to change up the cockpit areas. And honestly, that's not going to happen.

#4 torsie

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Posted 04 January 2024 - 06:17 AM

I have posted picture here from some other mech game where on the "body part scheme" the head is shown to be on correct place, instead of that generic scheme that makes all mechs look the same.

Knowing where to even aim would be first step to make headshots more achievable, it is a bit problematic especially for new players to even know where to aim, the only way to test it out now is during actual fight and that isnt always easy Posted Image.

PS: Found the picture

Edited by torsie, 04 January 2024 - 07:31 AM.


#5 JumpingHunter

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Posted 04 January 2024 - 07:32 AM

View PostScrapIron Prime, on 04 January 2024 - 06:03 AM, said:

Except that the models were designed for a board game (or in some cases a TV show) and not a first person shooter. Yes, they've been adapted, but not radically redesigned. Making the head hitbox equal the entire modelled head or entire modelled window glass will drop time to kill on so many mechs to practically nothing that it will make playing those mechs into instant suicide.

To do this, you would need to re-sculpt a lot of models in the game to change up the cockpit areas. And honestly, that's not going to happen.


I saw a rather old thread where people, veterans, shared their headshot count. Average headshot kills percentage is about 0.1% of all kills. Its 1 headhshot every 1000 kills. And all of them were pointing out that even though they were fine with the numbers themselves, the fact that you mostly never know where to aim to get a headshot is very annoying. Most of these headshots, by THEIR words, were accidental, they did not aim for the head, the AC20 or Gauss bullet just happened to land onto the right pixel. So realisically, i think making headshots a bit easier wont hurt too much. Yes, you will see more instagibs, in theory. But in practice, mechs shake a lot when you shoot at them, mechs tend to walk, and not stand still, and mechs tend to twist away a lot.

Plus, the fact that aside from all light mechs, all other mechs, from medium and heavier, have oversized cockpits, is the proof that they are oversized in general. If you need to make head hitbox so undersized to keep headshots in place, then you should instead size-down some mechs instead, so they not only be in line with lights, that are very undersized relatively to other mechs, but they also would have head hitbox small enough so that entier cockpit glass area would be the head hitbox, and not one tiny polygon that you can't even notice on entie mech's face. We needed another mech resize for a long time, and size of head hitbox is a proof to that.

And best of all, this will make dealing with overarmed MG boats MUCH easier. Nearly all of them (aside from some locust pilots) just walk up to you and hug your legs without even moving all that much. Even if you can shoot at them, they just dont care, they drill though you without problems with their highest DPS in game. But if their head was of normal, comprehensive size, and was visible enouhg to aim for a head on a stationary, damn it, target - life would be way better, and way less people would die to these MG boats.

#6 ScrapIron Prime

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Posted 04 January 2024 - 05:06 PM

Oh, but we DO know exactly where to aim.

https://mwomercs.com...localization-2/

#7 JumpingHunter

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Posted 05 January 2024 - 01:25 AM

View PostScrapIron Prime, on 04 January 2024 - 05:06 PM, said:

Oh, but we DO know exactly where to aim.

https://mwomercs.com...localization-2/


Yes, i know about that, and thanks to this god blessed thread we DO know where to aim. But doesn't the fact that it's very inconsistent and difficult to learn to aim to the head WITHOUT a speicifc third-party information source mean that the head hitbox is missized and misalligned in a first place? Resizing mechs to make heads small while also consistent with their models would be far better idea than to rely on players reading though forum threads to be able to aim to the head. Keep in mind that we still don't have any way to have all mechs as ballistic dummies in the Testing Grounds (if we do, please correct me, i would love to know how), so it's impossible to learn where the head hitboxes on some mechs are without trying to headshot them in actual matches.

So i'd say that while we DO know where and how to aim to the head via this godlike hitbox localization thread, it's not a counter argument to head hitboxes being too small and inconsistent - it's the proof that they are, in fact, flawed, and need a rescale.

Edited by JumpingHunter, 05 January 2024 - 02:40 AM.


#8 ScrapIron Prime

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Posted 05 January 2024 - 08:57 AM

True, but I don't need to remember where the head hitbox is when I'm just trying to pick off the side torso where all the weapons are. Much easier to hit, more dependable way of gimping the other mech.





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