Author Topic: No other way to say it...these new hitboxes are fucking terrible.  (Read 8447 times)

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Offline Punisher

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Re: No other way to say it...these new hitboxes are fucking terrible.
« Reply #45 on: September 21, 2011, 01:40:33 pm »
+1
On totally unrelated issue, I am playing a twohander this gen, and I would very much like to know did soak values for armor change at all or not?

Not since the new values more then 1 month ago.

Offline Cyclopsided

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Re: No other way to say it...these new hitboxes are fucking terrible.
« Reply #46 on: September 21, 2011, 01:42:13 pm »
0
Played some more, going to further back up what I said earlier.

Going to add one thing: oh my god pole arm animations are so exaggerated, that they cause you to hit walls up to a meter behind you (not on your side!) on side swings.
You have to be so spacial aware now. I LOVE it, but at the same time I am with everyone else in the 'not used to it yet' boat. Once I adjust to being so aware of my distances to walls and other props it is going to be beast!
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Offline cmp

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Re: No other way to say it...these new hitboxes are fucking terrible.
« Reply #47 on: September 21, 2011, 01:58:27 pm »
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Regardless, something has changed and it causes odd behavior in REGULAR combat. It seems to really only occur with high ping differences. Happens to me a lot when I'm around 75 ping, a lot less when lower.

Nope.

Offline rustyspoon

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Re: No other way to say it...these new hitboxes are fucking terrible.
« Reply #48 on: September 21, 2011, 02:03:09 pm »
+1
Nope.

Oh, so that was YOU standing behind me while I was playing and observing what was happening. I was wondering who that was and how you got into my house.

Also, as everyone knows, programmers are infallible and no unexpected behavior ever occurs when programming. Amirite?
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Re: No other way to say it...these new hitboxes are fucking terrible.
« Reply #49 on: September 21, 2011, 02:17:42 pm »
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Record it, come back here and post it, then let him explain what it is or isn't.
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Offline Senni__Ti

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Re: No other way to say it...these new hitboxes are fucking terrible.
« Reply #50 on: September 21, 2011, 02:25:41 pm »
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The power of placebo.

Don't see how it was the placebo effect, I found these problems before I heard anyone else mention hitbox changes or similar.

Offline cmp

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Re: No other way to say it...these new hitboxes are fucking terrible.
« Reply #51 on: September 21, 2011, 02:36:16 pm »
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Also, as everyone knows, programmers are infallible and no unexpected behavior ever occurs when programming. Amirite?

Also, as everyone knows, users are reliable.

Offline MrShine

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Re: No other way to say it...these new hitboxes are fucking terrible.
« Reply #52 on: September 21, 2011, 02:44:12 pm »
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I haven't noticed anything new.

However, there are a lot of people who seem to have come to similar conclusions (partially) independently. I'm not saying a mass of people is always right, but this wouldn't be the first time coding changed more than expected, no matter how sure you are.

I don't think it's fair to completely discount this so quickly.
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Offline Paul

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Re: No other way to say it...these new hitboxes are fucking terrible.
« Reply #53 on: September 21, 2011, 02:45:38 pm »
+1
One thing that might explain why some people think they are glancing on their target in front of them is that prop/agent(behind or at the sides) bounces that are caused at a very early stage of the animation lead to an attack that is only stopped half ways of the animation. At least prop collisions can be identified with the sound(or lack of) though.

Offline Corwin

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Re: No other way to say it...these new hitboxes are fucking terrible.
« Reply #54 on: September 21, 2011, 03:48:29 pm »
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I would say that with all of this katana was buffed much more than it was obvious in the first place. :D Cheers, ninjas!
I mean, what have you got to lose? You know, you come from nothing, you're going back to nothing, what have you lost? Nothing!

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Offline Prpavi

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Re: No other way to say it...these new hitboxes are fucking terrible.
« Reply #55 on: September 21, 2011, 04:07:49 pm »
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Also, as everyone knows, users are reliable.

and you are a fucking dickhead.
And now he can't play because of "common sense" and he doesn't understand how this common sense works
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Offline Phew

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Re: No other way to say it...these new hitboxes are fucking terrible.
« Reply #56 on: September 21, 2011, 04:24:48 pm »
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I've noticed lots of swings going right through people lately now too, and if I'm within 5 ft of a wall, I have zero chance of my swings connecting with anyone. I'm thinking of trading for a short 2H weapon (Morningstar or Maul) next gen just so I can hit something besides a wall.

Offline Lt_Anders

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Re: No other way to say it...these new hitboxes are fucking terrible.
« Reply #57 on: September 21, 2011, 04:28:03 pm »
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Don't see how it was the placebo effect, I found these problems before I heard anyone else mention hitbox changes or similar.

Same here. A generation ago I was noticing hits missing all the time as 1h.

Now as pole again I notice that, for some reason, I hit teammates far more.  If Only we had a way to film the entire match so that one could go back and watch what happens to everyone during the match. That's make it SO easy to debunk a lot of myths.
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Offline Shigeru

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Re: No other way to say it...these new hitboxes are fucking terrible.
« Reply #58 on: September 21, 2011, 04:28:16 pm »
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Actually if the hitboxes changed that would explain why some of my strikes, especially overheads were missing when I'd usually hit.

Would be appreciated if it was reverted to the old way, but eh.

Offline Teeth

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Re: No other way to say it...these new hitboxes are fucking terrible.
« Reply #59 on: September 21, 2011, 04:36:39 pm »
+1
Seriously... what.
Two things were changed in the latest major patch:
1) animation threshold for hitting teammates (i.e. hitting teammates is easier)
2) animation threshold for hitting objects (i.e. hitting objects is easier)
No change whatsoever was made to hitboxes or anything related to regular combat.

The power of placebo.
In its essence this is a good thing, over time people will start to be more careful and maybe the shorter weapons will be given a chance now. But its way overdone, you are hitting people that you shouldnt have hit at all and I use a fuckin mace. Things are flunky, random and generally really unpredictable. Please make the attacks start a little later during the animation. Doesn't have to be the same as prepatch, but please a little less hitting behind me.

In close quarters one would use compacter swings, but we have to roll with what the game gives us, which is completely horizontal and vertical swings and that doesnt work this way.