Fixed Hitboxes
Geminosity
:3 Join Date: 2003-09-08 Member: 20667Members
<div class="IPBDescription">waii!</div> Considering it's a bug-fix rather than a balance test I kinda think we shouldn't have to worry too much about talking about this; Max found a way to fix the Hitboxes problem!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Now Onos will actually be hittable all over, no headless fades, no aiming for the skulk/gorges bum =3
At least I hope that's what they mean ^^
Talking theory now, but do people think this'll change the evolutions and how would you compensate for the fact onos and fades are now easier to hit or should there be any compensationary attempts at all?
No 'OMG' or rants please, intelligent discussion or random acts of thread hi-jacking are welcome though as long as it doesn't threaten our ability to see the changelog or get this closed <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Now Onos will actually be hittable all over, no headless fades, no aiming for the skulk/gorges bum =3
At least I hope that's what they mean ^^
Talking theory now, but do people think this'll change the evolutions and how would you compensate for the fact onos and fades are now easier to hit or should there be any compensationary attempts at all?
No 'OMG' or rants please, intelligent discussion or random acts of thread hi-jacking are welcome though as long as it doesn't threaten our ability to see the changelog or get this closed <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Comments
*gives max a medal*
i never had any problems with the hitboxes before, the onos hitbox is crap, but if u kniow where to shoot its okay
other change in 2.1:
"-> Mines can be killed by regular projectiles, including parasites and friendly fire. Mines have 30 health."
<!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> i want to see "elite" b4sh0r3rs!!!11 shooting around in base freaking off everyone in base <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
That's what lost us the changelog for a while last time. Stick to bug fixes ^^;
=3 is just my kitty smiley silly. It's like =) only kittified <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Place them in a dark corner, wait till an enemy comes, and blast the mines. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
but maybe its okay if there are many minecampers like paranoia <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Mind you whenever you shoot an onos usually it feels like you're hitting wall anyway, and about 3 shots out of 50 actually connect, so this is a turn up for the book!
As for oni, I think what this fix will do is bring lerks up to a much more vital role. Oni now will want umbra support much more than before. As for Fades, most good Fade players don't get hit much anyway, so I don't think this will change much for them.
Perhaps, as a balance for oni now actually being hitable (<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ), bring umbra up to 3/4 bullets? Might solve some problems.
Btw, the bug fix for not allowing acid rocket and other projectiles to fire through thin entities? Pure gold <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Depends on what was considered to be an 'issue' here. AAMOF player hitboxes work closely together with the collision hulls, which, in turn, are limited by the engine in a way that makes it hard, if not impossible, to work around.
So one may assume that the resulting 'vulnerability inconsistencies' on bigger-than-hull lifeforms are taken as engine limitations and not bugs.
To me this sounds like it fixes just the problems mentioned: crouch bugs and things like that, as we know them being even worse in 1.04 (remember bite proof marines in small vents ?).
Either way, stopping skulks from vanishing inside a turret factory is still a good thing if that's part of the fix ^^;
Fade :- keep the same HP and Armour values, but give it an increase% damage absorb?
but id say
Onos :- would need 750 HP 150 AP because OMG they drop fast if u shoot right
Hmm again.
O Fixed all hitbox issues (Max, you da man!). This should fix the problems where players crouching behind structures could become harder to hit ("Crouching Skulk, Hidden Damage"). Bug #84.
That doesn't say anything about player hitboxes fitting to model instead of hull though. . .
Of course it'd be nice to have one light marine with a gl defend the base against an alien onos stampede - but maybe this is a bit too much of wishful thinking <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Of course, this makes hitting oni and fades much easier, so they may need more HPs to compensate.
Take it from the guy who wrote a raytracer.
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This would drastically increase the required client and server performance...
<edit>looks like gwahir was a tad faster - take this as an: I agree with gwahir <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--></edit>
It will get sorted. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> As I said before, its a big boon for us novice marines who have trouble hitting the sweet spot on the models.
<b>edit:</b> no point bothering the people in #NSQuestions about it either; they haven't got a build with the fix in it yet so they're in the dark as much as we are =3
This would mean I can kill an onos (improved 'combat' hitbox) who's head is sticking out of a thin wall (collision hull) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I studied HLMV hitboxes for nearely 3 hours that helpd a little.
Next I got a friend over,we made a LAN, and practiced on each other to the exact point where we new we where deadly oni killas.
And now that onos hitboxes are changing all that work for nothing...
... Is the new system of hitboxes going to allow for locational damage?
I don't think it's gonna fix FUBAR'ed hit boxes. Instead, you won't see anymore of this:
- Skulk hidden behind RT, invinicible
- Crouching Fade on any structure, only 1/4 of hitbox exposed
- Crouching Onos, only 1/2 of hitbox exposed
...you all get the idea.