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Atlas Head Hit Box


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#81 Kaijin

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Posted 09 December 2012 - 05:52 PM

View PostWolfways, on 09 December 2012 - 05:47 PM, said:

In TT hit locations were random so headshots were rare i guess (only had a couple of games about 30 years ago).


I had a lot of games about 25 years ago and headshots were quite rare in TT. They're also rare in the novels. I just want them to be as rare for all mechs as they are now for the Atlas.

#82 Liquidx

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Posted 09 December 2012 - 05:54 PM

Personally I have no issues with the current hit box. The atlas gets a side torso blown away (and more than 1/2 of its firepower ripped off pretty easily) - so having a hard to hit head hit box works for me. I'd actually like to see the size of most head hit boxes shrunk a bit as c_ckpitting should be rare and lucky way to kill mechs than it is currently. I mean.. who would design a giant robot with any easy to hit weak spot like say the catapult, cicada, centurion, hunchback, etc.

If the size of head hitboxes needs to be increased, then so too does the amount of armor that you can dedicate to the head.

#83 ODonovan

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Posted 09 December 2012 - 11:34 PM

View PostTarman, on 08 December 2012 - 09:53 PM, said:

Do you also wish to standardize the weights and hardpoints?


HUH? You may want to READ THE TITLE of the thread again. This is about one thing and one thing only.

Remember that MWO is a Mechwarrior game, which is based on BattleTech. The names, weights, variants, weapons, et cetera are ALL from BattleTech. In BattleTech, ALL 'mechs have the same internal structure, armor capacity, and components in the head. In MWO, all 'mechs also have the same armor capacity in the head.

ERGO...they should all have the same size head hitbox. It's just common sense.



-Irish

#84 Tarman

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Posted 10 December 2012 - 12:11 AM

View PostODonovan, on 09 December 2012 - 11:34 PM, said:


HUH? You may want to READ THE TITLE of the thread again. This is about one thing and one thing only.

Remember that MWO is a Mechwarrior game, which is based on BattleTech. The names, weights, variants, weapons, et cetera are ALL from BattleTech. In BattleTech, ALL 'mechs have the same internal structure, armor capacity, and components in the head. In MWO, all 'mechs also have the same armor capacity in the head.

ERGO...they should all have the same size head hitbox. It's just common sense.



-Irish




You're a TT guy, aren't you. Too bad this isn't being played on paper. "Based on" doesn't a 100% port, or did you miss the last 20 years of computer gaming? Your idea makes the video game more bland, no matter how you want to defend it. These are giant robots that we get to drive, and they are different, unless we go with your vanilla-across-the-board idea. And if this is really about potting Atlas eyes, then get out on the field and get in some games instead of trying to make the game itself easier. There's no common sense in your idea, just a desire for lowering the common denominator.

#85 Wolfways

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Posted 10 December 2012 - 12:13 AM

View PostKaijin, on 09 December 2012 - 05:52 PM, said:


I had a lot of games about 25 years ago and headshots were quite rare in TT. They're also rare in the novels. I just want them to be as rare for all mechs as they are now for the Atlas.

Me too, but then i mainly pilot a K2 :)

#86 Kaijin

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Posted 10 December 2012 - 12:16 AM

What part of 9 hit points TT (doubled 18 MWO) do you not understand? That is a 100% port. All the maximum armor values are, even though they are doubled in MWO. All mechs in TT had a max of 9 armor in the head. All mechs in MWO have a max of 18 armor in the head. There is nothing but common sense in it.

#87 Wispsy

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Posted 10 December 2012 - 12:22 AM

I have actually 1shot quite a number of Atlas through shooting their cockpit in my Jenner lately.

#88 Khobai

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Posted 10 December 2012 - 05:25 AM

Quote

I just want them to be as rare for all mechs as they are now for the Atlas.


Why? The Atlas has more to lose from being headshotted than other mechs? So why should mechs that dont have as much to lose be just as hard to headshot?

Headshot difficulty should be proportional to tonnage. The higher the tonnage the higher the headshot difficulty should be.

#89 ODonovan

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Posted 10 December 2012 - 09:31 PM

View PostTarman, on 10 December 2012 - 12:11 AM, said:




You're a TT guy, aren't you. Too bad this isn't being played on paper. "Based on" doesn't a 100% port, or did you miss the last 20 years of computer gaming? Your idea makes the video game more bland, no matter how you want to defend it. These are giant robots that we get to drive, and they are different, unless we go with your vanilla-across-the-board idea. And if this is really about potting Atlas eyes, then get out on the field and get in some games instead of trying to make the game itself easier. There's no common sense in your idea, just a desire for lowering the common denominator.


As Kaijin said, the armor values are a DIRECT 100% port, just doubled to make the games last longer. You mention a common denominator but there is NO common denominator. The Atlas has a tiny head hitbox which is unfair to drivers of other 'mechs which have larger hitboxes. Why should the largest 'mech with the most armor and the capacity to do the most damage also have the smallest chance to be hit in the head by FAR? You talk about not making the game easier. You make no sense. I'm talking about making the game more FAIR for everyone who DOESN'T drive an Atlas.



-Irish

#90 Tarman

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Posted 10 December 2012 - 11:20 PM

View PostODonovan, on 10 December 2012 - 09:31 PM, said:


As Kaijin said, the armor values are a DIRECT 100% port, just doubled to make the games last longer. You mention a common denominator but there is NO common denominator. The Atlas has a tiny head hitbox which is unfair to drivers of other 'mechs which have larger hitboxes. Why should the largest 'mech with the most armor and the capacity to do the most damage also have the smallest chance to be hit in the head by FAR? You talk about not making the game easier. You make no sense. I'm talking about making the game more FAIR for everyone who DOESN'T drive an Atlas.



-Irish


You earlier mentioned an across-the-board standard head hitbox, for all mechs. That makes the game easier for people shooting many of the other mechs that are not the Atlas, as this will increase smaller hitboxes to whatever standard you decide is a "fair" size to produce the frequency of cockpit shots for pilots that you are desiring to add to the game. This also has the side-effect of making the mechs less physically interesting in a three-dimensional environment as the difference in them becomes less actual and more cosmetic. Following this design concept, it leads towards less diversity as mechs with different operational parameters could be called "unfair" instead of unique.

Why should the Atlas in particular be tough to cockpit? Aside from the fact that it's one of the most iconic mechs of the IP and should be a hardcase just on rep, dirtside it is way slower and less maneuverable than most other rides and is as tall as a multistorey building, and its main role in most matches is to eat as much fire as it dishes out. A tough cockpit shot on the thing keeps it viable in its battle role instead of being near-free salvage for a mediocre pilot with a half-decent alpha. An Atlas is not a raindancer, it is very easy to shoot and tough to avoid getting shot in, let alone also being a high-priority target for any enemy forces. You want to talk fair, look at the entire game. Assault mechs are supposed to be the hardest ride on the field, it's their entire point of existence. They pay for that hardness and firepower in speed and maneuver, and it's not like an Atlas is invulnerable everywhere except the eye. They're very strong, but hardly unbeatable. They do not need an extra inherent weakness just so people can shoot their eyes out a little more.

As far as oldschool rules go, Megamek is a closer port than MWO. I do not care about the actual TT rules in regards to MWO other than flavour, and I have the OG boxed set on a shelf behind me. MWO needs to FEEL right, to feel like we're actually inside the giant robots we moved across cardboard maps back in the day. This is a video game real-time representation of giant robot fights in the BT universe and is based on its ruleset; it is not a highly-accurate video game representation of a Battletech TT ruleset being played out. Practically none of the video games have been, ever. Things get changed for gameplay, tech limits, and concept. So armour is the 100% same, but doubled, you say? I'm pretty sure doubling core numbers makes the game play out differently, so it's already changed at a fundamental level. Armour values are a fairly integral stat to be re-setting and then claim an accurate port-over, let alone the myriad of tweaks already instituted. Look at the weapons systems. Many weapons aren't even the same as they were last month, let alone true to TT; they're tweaked and balanced against the live gameplay, each other, the new armour, the current mech hardpoint selections, and the new 1.4/2.0 mystery heatsinks. Look at ECM and see if it's even remotely close to its TT incarnation, or the MRM-style-firing SRM tubes everyone's packing. TT is a jump-off point for MWO, not a destination.

#91 Roadbuster

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Posted 10 December 2012 - 11:29 PM

I never killed an Atlas with a headshot.
I can try as much as I want, my hits always hit CT and maybe if I'm lucky I get some damage done to the head.
Even shooting at the cockpit eye of a shutdown Atlas from 50m with the highest zoom damages CT.
A Large Laser beam covers the whole cockpit window but does damage to CT.

Maybe it's lag or netcode, or maybe the hitbox isn't correct. However. I don't have a clue where to shoot to hit the head.

#92 SpiralRazor

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Posted 11 December 2012 - 12:58 AM

View PostKhobai, on 10 December 2012 - 05:25 AM, said:


Why? The Atlas has more to lose from being headshotted than other mechs? So why should mechs that dont have as much to lose be just as hard to headshot?

Headshot difficulty should be proportional to tonnage. The higher the tonnage the higher the headshot difficulty should be.



Mmm.....kind of. Assaults should be built to withstand punishment but there is a HUGE discrepancy between the Awesome and the Atlas head right now. Thats what shouldnt be.

Atlas shouldnt be nigh immune to someone aiming at there head.

View PostRoadbuster, on 10 December 2012 - 11:29 PM, said:

I never killed an Atlas with a headshot.
I can try as much as I want, my hits always hit CT and maybe if I'm lucky I get some damage done to the head.
Even shooting at the cockpit eye of a shutdown Atlas from 50m with the highest zoom damages CT.
A Large Laser beam covers the whole cockpit window but does damage to CT.

Maybe it's lag or netcode, or maybe the hitbox isn't correct. However. I don't have a clue where to shoot to hit the head.



There is nowhere to shoot the head...at least not straight across from it...some player up above said you have to be below and to the side, which is asinine.

#93 King Arthur IV

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Posted 15 December 2012 - 12:26 PM

just fired 4 large lasers in to atlas head at 300m, i got the full duration off but everything was on CT


please fix atlas head hit box!

#94 SpiralRazor

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Posted 15 December 2012 - 12:28 PM

View PostWispsy, on 10 December 2012 - 12:22 AM, said:

I have actually 1shot quite a number of Atlas through shooting their cockpit in my Jenner lately.


Ive read your posts lately Wispy....afaic, you have very little credibility...and oh, read the post above pls.

#95 King Arthur IV

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Posted 15 December 2012 - 03:53 PM

just had another game where an atlas whole body was damaged red/orange/yellow armor, everything except the head. the head was untouched.

#96 Wispsy

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Posted 15 December 2012 - 08:11 PM

View PostSpiralRazor, on 15 December 2012 - 12:28 PM, said:


Ive read your posts lately Wispy....afaic, you have very little credibility...and oh, read the post above pls.


Wispsy
How so? :blush:

#97 197mmCannon

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Posted 15 December 2012 - 08:18 PM

http://youtu.be/ZZeX-A-WRdA?t=9m17s

vid of atlas head being shot.

#98 PerfectTommy

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Posted 15 December 2012 - 08:22 PM

I headshotted an LRM Atlas the other day.

He was on a little hill, and I was in my 6xMedLaser Jenner. I started running in my usual circle of death around him, expecting him to start turning to follow me. Instead he seem to not noice me and just kept firing LRMs at someone far away.

I stopped, put my reticule on his left eye, and fired all six lasers. Not quite dead. I prepared to run away, expecting THAT to have drawn his attention. But no he fired another volley of LRMs at his distant target.

He was quite surprised at falling on his face a second later and proceeded to scream in the chat about damn lagshield fast jenners.

He got not quite the reception he expected from his teammates when I revealed I had sat unmoving in front of him, literally a dozen meters away, for a good 20 seconds before he died.



-k

Edited by PerfectTommy, 15 December 2012 - 08:23 PM.


#99 SpiralRazor

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Posted 15 December 2012 - 08:42 PM

Well, i can conclude from that that only the very small mechs are able to have any chance on it.


Something is wrong with the angle in that case. Still a good argument for the "needs to be looked at" crowd.

#100 Mavairo

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Posted 15 December 2012 - 08:47 PM

Wait the Atlas has a head to hit? Where is it?





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