

Atlas Head Hit Box
#61
Posted 08 December 2012 - 05:09 PM
Unless you somehow think that atlases being super easy to headshot is good for balance
#62
Posted 08 December 2012 - 07:47 PM
SpiralRazor, on 08 December 2012 - 04:22 PM, said:
Take another look at the Stalker concept art. The cockpit on that thing is up high and heavily shrouded in armor, which is a far cry from the huge window on the end of the nose that the Catapult has.
I don't see any issue with the Stalker head.
#63
Posted 08 December 2012 - 08:25 PM
First: It's high up on the head, so either: wait for him to overheat and shut down, or get above him somehow.
Second it's the right side eye when facing him (his left eye) ONLY. No hits to the side or back, those will be torso hits.
Third: It's a tiny hitbox that's especially hard to hit with torso mounted weapons.
Fourth: It's got like 22 health, you'll need an AC/20 and a couple srms or lasers to assure destruction.
That said, I've done it on more than one occasion. Sometimes more than once in a match. It ain't impossible, just really hard.
#64
Posted 08 December 2012 - 09:53 PM
ODonovan, on 08 December 2012 - 08:51 AM, said:
Exactly the point. For playability purposes, the Catapult should not be any easier to kill with a headshot than an Atlas. Likewise, the Atlas should be a BIT easier to kill, rather than having to basically rely on the occasional lucky shot. The heads of the 'mechs were traditionally their weak spot. The game does need to reflect that vulnerability a bit more on the Atlas and a bit less on other 'mechs which still have relatively huge head hitboxes.
After all, if the argument which got the Atlas' hitbox reduced was that it shouldn't be as large as the entire head area because then they were too easy to kill and useless ingame, why isn't that principle just as valid for other 'mechs with large cockpits like the Catapult?
Standardize the size. Be fair to EVERYONE!
-Irish
Do you also wish to standardize the weights and hardpoints? After all, they operate differently. The mechs are being designed to operate differently as much as possible, even within variants. It gives them character and lets people find a ride that fits them as closely as possible. It's a game development decision, and the whole point of having different vehicles in the first place. They're not SUPPOSED to be the same. Because they are not the same. That's what makes picking one over another have any point at all.
They are fully realized three-dimensional models operating inside a 3d realtime combat environment. Having them be highly similar takes a huge amount of the flavour of the game completely away. That makes not balanced gaming, but identical and boring gaming. Symmetry =/= balance. Making things the same does not mean that any balance has been achieved, only that variety has been removed.
#65
Posted 08 December 2012 - 10:41 PM
Edited by Shadowsword8, 08 December 2012 - 10:42 PM.
#66
Posted 08 December 2012 - 10:50 PM
Tarman, on 08 December 2012 - 09:53 PM, said:
Do you also wish to standardize the weights and hardpoints?
1 energy hardpoint on a mech is the same as 1 energy hardpoint on another mech. 1 ML does the same damage whichever mech it's put on. We already have standardization in place. It seems really unbalanced that the mech capable of carrying the heaviest weapon load and the most armor has the most difficult head hitbox as well. But hey - I'm all for keeping it hard to hit, provided all the other mechs have equally difficult to hit ones.
Shadowsword8, on 08 December 2012 - 10:41 PM, said:
You'd be wrong if you said that. Catapults die quite frequently to headshots. Hunchbacks, Cataphracts, and Awesomes too.
#67
Posted 08 December 2012 - 10:50 PM
Duncan Fisher, on 06 December 2012 - 09:15 PM, said:
It's in no way invulnerable, just shoot CT like usual. The Atlas is so big and slow as is, if headshots were as simple as pinging one of those giant eyes it'd be a death trap.
You missed the point entirely. The HEAD is invulnerable, not the CT. thats the problem.
I've used dual gauss to try and get a headshot on a shutdown, 100% health Atlas, all the time in the world. I ended up coring him without doing any damage to his head, while shooting directly at his eye.
It is a problem dispite what atlas pilots will tell you. Same thing with catapult head being too large.
I'm not suggesting it be the entire head like it used to be (thats just silly) but it should be approximately the same size as the other mechs hitboxes. Currently its about 20% the size of normal ones and 10% of a catapults.
Edited by Asmosis, 08 December 2012 - 10:52 PM.
#68
Posted 09 December 2012 - 02:17 AM
LethalMezzle, on 06 December 2012 - 09:32 PM, said:
It's fine the way it is, the Atlas is supposed to be able to take a lot of punishment.
^ This.
It takes a lot of skill or lots of LRMs to blow out the head of an Atlas now. Before it was a joke. The Atlas is designed to be hard to kill and it feels perfect right where it is.
#69
Posted 09 December 2012 - 03:15 AM
Most times when an Atlas has head damage, its because of missile blasts doing partial damage to the head box simply from splash.
I repeat, the Atlas headbox should not require luck to hit...this game isnt rolling dice(except UAC5). Its based on aiming skill, and ive run the test to prove it...and also spent a long, long time in the Atlas chassis back when the mech tree first came in.
Aiming skill needs to be rewarded. Its quite easy for me to kill Catapults, Hunchbacks, Cataphracts, and Awesomes if they overheat. Once I really started to shoot Dragons and Jenners and observed the effects, i learned how to head them if they shut down as well.
Only the Atlas is ridiculous.
It needs to be reevaluated.
Edited by SpiralRazor, 09 December 2012 - 03:17 AM.
#70
Posted 09 December 2012 - 03:21 AM
Duncan Fisher, on 06 December 2012 - 09:15 PM, said:
It's in no way invulnerable, just shoot CT like usual. The Atlas is so big and slow as is, if headshots were as simple as pinging one of those giant eyes it'd be a death trap.
Um, it kinda is that simple. They've just made it much less simple by mech blocking us hard. It is an inherent byproduct of rebalancing a balanced game while porting it to a media for which it was just not designed. If you can hit it, you can kill it. If you can't, you've been nerfed for being too skillful.
#71
Posted 09 December 2012 - 03:22 AM
#73
Posted 09 December 2012 - 04:46 AM
If you hit the Atlas with too much of an alpha, the whole damn mech rocks...and not in the direction of the weapon impact, but to the damn side. So even if you do hit the eye with lasers, the mech automagically dodges with a duck and weave...like some 100 ton Sugar Ray Leonard!
#74
Posted 09 December 2012 - 10:55 AM
DrnkJawa, on 09 December 2012 - 03:22 AM, said:
Theres no wishy washyness about this....First incarnation, it was too big...way to big...Atlas wasnt feared it was head shotted and on to the next target.
But in a classic fail developer move, it was crazy overbuffed to the point where it is now, which is to say, the Atlas might as well not have a head box location.
#75
Posted 09 December 2012 - 10:56 AM
Pr8Dator, on 06 December 2012 - 09:02 PM, said:
That just seems silly.
#76
Posted 09 December 2012 - 11:03 AM
#77
Posted 09 December 2012 - 11:06 AM

I'd like all mechs to have a hard to hit head hitbox!
I'd also like all mechs to have more ct and st armour (except the K2's with huge weapons in tiny st's) which would give us more reason to go for something other than constant ct shots.
#78
Posted 09 December 2012 - 11:28 AM

to the size of its head..sorry for the error
#79
Posted 09 December 2012 - 05:40 PM
Wolfways, on 09 December 2012 - 11:06 AM, said:

I'd like all mechs to have a hard to hit head hitbox!
Well, you'd think if it was so easy to pop these mechs in the head in canon, they'd be putting a heck of a lot more armor on them. Fact of the matter is it should be a luck shot on all mechs - not a skill shot.
#80
Posted 09 December 2012 - 05:47 PM
Kaijin, on 09 December 2012 - 05:40 PM, said:
Well, you'd think if it was so easy to pop these mechs in the head in canon, they'd be putting a heck of a lot more armor on them. Fact of the matter is it should be a luck shot on all mechs - not a skill shot.
In TT hit locations were random so headshots were rare i guess (only had a couple of games about 30 years ago).
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users