Character Hit Boxes


(Evil-Doer) #61


Firefall Hit boxes



TF2 Hit boxes


Day of Defeat Hit Box


Quakelive New an Old Hit Box (The Green Box is Old the Blue Sphere is the newer)


Warsow Hit box


(Ashog) #62

I like the new QL boxes…


(INF3RN0) #63

Huh??? I was simply saying people who played ETQW and people who played ET or RTCW had two versions of hitboxes. Chillax bro.


(Evil-Doer) #64

No just stop lumping people into groups altogether. An when I get worked up, then I’ll “chillax”.


(Evil-Doer) #65


APB Reloaded Hit box


(INF3RN0) #66

I don’t get what you mean. Stating that ETQW had one system and the people who played the game are used to it, and then the same for RTCW and ET is just stating the obvious. I think that the ETQW/CS/etc hit boxes are better because they require more precise aiming, so if someone who only played under the RTCW or ET model thinks that system is better I’d like to know why. Your getting flustered over nothing.


(OwNLY) #67

Here is another hitbox:

This is how samurai’s hitbox looks like” © jopjop

:tongue:


(INF3RN0) #68

I like those Firefall hitboxes. Anything that is more precise to the shape of the model.


(Protekt1) #69

Firefall hitboxes are great. They used to be much worse than they are now. I’ve been in that beta pretty much since the start and they have bullet drop and non-hit scan weapons so I think tighter hitboxes could work in this game. But honestly they seem fair as they are now.

One thing about the spread mechanics is that it promotes firing in bursts as opposed to spraying. And you have to make every shot count. The ADS mechanics allow you to hipfire then transition into ADS to get that last 1-2 hits but the zoom is a bit too janky imo. I can’t honestly say for certain because I need more gametime, but the spread mechanics if tweaked a bit for smaller bloom per shot would probably be best.


(Hundopercent) #70

How is having a coffin for a head hitbox more define?

Also in CS I don’t think the models are all hunched over like they are in DB. It’s a lot harder to get a headshot because of arms, guns, and shoulder boxes getting in the way. But yes, as it has been said before, bigger boxes or tighter spread. It’s all spray and pray right now (with tracking) and make the strafe and move forward spread the same. Hitting forward increases your spread by too much.


(Hundopercent) #71

Hmm, those firefall hit boxes do look quite nice but we would need much more accurate weapons. In FF the weapons are like arena weapons.


(INF3RN0) #72

[QUOTE=strychzilla;439632]How is having a coffin for a head hitbox more define?

Also in CS I don’t think the models are all hunched over like they are in DB. It’s a lot harder to get a headshot because of arms, guns, and shoulder boxes getting in the way. But yes, as it has been said before, bigger boxes or tighter spread. It’s all spray and pray right now (with tracking) and make the strafe and move forward spread the same. Hitting forward increases your spread by too much.[/QUOTE]

That coffin picture isn’t accurate. Those SS were probably from alpha/beta. I’d like to go for boxes that match the models better and tighter spread by lessening max creep and the time it takes to reach max creep.


(MrEd) #73

The current hit boxes aren’t going anywhere fast so probably best to focus on individual weapon characteristics, they’re still changing.


(Dragonji) #74


APB Reloaded Hit box

The game is crap. 56/100 on metacritic.


(Breo) #75

[QUOTE=Valdez;439584]


This was the only image I could find for etqw hit boxes. It seemed the body hit box fit the player model, however the head hit box was the width of the body, which is interesting. Makes getting head shots a lot easier.[/QUOTE]

Easy to verify the head hitbox with bots in singleplayer, also in etqwpro you can turn on (offline mode) the head hitbox it wasn’t that large I’m not sure if this is different then the vanilla one.


(.N.E.R.D.) #76

First of all I wanna say I do like the trend going to “You can hit what you see”. Those big squares around the models are just lol and hopefully a thing from the past. I don’t think you can say qw ppl had much better hitboxes. It was not like a big square BUT there was also a body hitbox zone around the head. And this picture with the huge head hitbox zone is some prepatch pic. Since the hitboxes are going nowwhere only the weapons can change I guess. Problem is that they wanna do the guns to be different, otherwise I would have said no spread no recoil for everyone :wink: But you could test no spread at all and just different recoil profiles for each gun and maybe different dmg.


(Samurai.) #77

I don’t see what the problem with accurate hitboxes is? surely this is a great thing that hitboxes are corresponding closer to where they should be on the model rather than getting random headshots and compensation for bad aim.

A game with these hitboxes should encourage each player to improve their aim (see it as a challenge that greater precision is needed here). Accurate hitboxes could put DB out there as a benchmark in FPS gaming for how good a player’s aim can be (this is the direction i would like DB to go towards). The issue lies within the visible model’s (i.e backpacks and area’s you cannot hit) and the handling of the weapons. Tighter hitboxes should mean more visible/clearer models and more accurate and easier to handle weapons giving the player complete control with less external influences changing their ability to aim/track.


(Rex) #78

[QUOTE=Samurai.;439684]I don’t see what the problem with accurate hitboxes is? surely this is a great thing that hitboxes are corresponding closer to where they should be on the model rather than getting random headshots and compensation for bad aim.

A game with these hitboxes should encourage each player to improve their aim (see it as a challenge that greater precision is needed here). Accurate hitboxes could put DB out there as a benchmark in FPS gaming for how good a player’s aim can be (this is the direction i would like DB to go towards). The issue lies within the visible model’s (i.e backpacks and area’s you cannot hit) and the handling of the weapons. Tighter hitboxes should mean more visible/clearer models and more accurate and easier to handle weapons giving the player complete control with less external influences changing their ability to aim/track.[/QUOTE]

I think the same.


(OwNLY) #79

[QUOTE=Samurai.;439684]
A game with these hitboxes should encourage each player to improve their aim (see it as a challenge that greater precision is needed here). Accurate hitboxes could put DB out there as a benchmark in FPS gaming for how good a player’s aim can be (this is the direction i would like DB to go towards). The issue lies within the visible model’s (i.e backpacks and area’s you cannot hit) and the handling of the weapons. Tighter hitboxes should mean more visible/clearer models and more accurate and easier to handle weapons giving the player complete control with less external influences changing their ability to aim/track.[/QUOTE]

  • 1, i can agree with that.

Good character art is always nice, especially if you want to sell skins.
But as you can see in the picture by MrED, there are several big chunks of equipment/clothing that are not hittable. For this character style, big hitboxes would be better.
I personally would prefer the clearer models and tight hitboxes.


(warbie) #80

Well put.

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