ihateharriers, on 30 January 2013 - 10:25 AM, said:
Judging from all the complaints you have about Cats, I'm assuming you're not much good at killing them, so how does this prove your point again?
Where in the whole thread did I mention anything about having trouble killing cats? The only thing even close to that is the anecdote in the OP used to illustrate why it's a huge advantage for them to be able to turn almost all the way around, and that it makes them much more challenging to tangle with, especially if your out-weighed (whereas other mechs might be a much more even fight). I've said time and time again that I don't think the Cat is OP, or even particularly hard to kill. I just think that it's still a few shades too good for it to offer interesting choices as far as the metagame is concerned.
ihateharriers, on 30 January 2013 - 10:25 AM, said:
NEWSFLASH:
Most 'Mechs are taller than Cats, you can aim down at the front of their head from any angle!
Demonstrably wrong:
Some mechs may have a higher cockpit, but that doesn't mean their weapons are mounted high enough to pull that kind of shot off.
ihateharriers, on 30 January 2013 - 10:25 AM, said:
Btw, I'm fairly sure that hitboxes are independent of the polygons on a mesh - and a BOX is different from a PLANE, with a BOX having 3 dimensions (Width x Length x Height) and a PLANE 2 dimensions (Width x Length); therefore, the hitbox should at least partially cover the side of the head if my interpretation of a hitbox is right.
Please correct me if I'm wrong, as I am interested to know how exactly hitboxes have been implemented.
Hitboxes are not, in fact, boxes. They are simplified primitives. Unless your game is minecraft, your hitboxes aren't going to be actual boxes. Instead, they're close approximations done with simple shapes designed to be as close to the high-poly model as possible. You'd be pretty pissed if shots that missed your model still caused damage because the hitbox jutted out for no reason beyond modeler laziness.