Reduce Huntress' hatchet hitoxes (pics inside!)
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Ever since dedicated servers the Huntress is so busted. Her hatchet hitbox is so large that, in combination with server lag, she can hit you from a mile away and still get you injured. It's so annoying.
I think the devs should consider reducing her hatchet's hitbox again because she just gets an unfair advantage with dedicated servers. On p2p connection it was fine but now it isn't. Until those problems are fixed adjust the hitboxes from this:
to that:
This would make things a lot fairer if you ask me.
Comments
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No it wouldn't because the devs already did that previously, with a similar shape. It was terrible. Hatchet hit boxes have changed in size, shape, and they found that the basketball hurtbox works well with the giant pill shaped hit box that survivors drag around.
There's a balance to be struck and dedicated servers will soon have more validation checks implemented to slow everything down and check if the basketball really did hit the pill around the corner.
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They did that on p2p connection, didicated servers actually buff the huntress a lot already, this change would just make it fairer.
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Here's an explanation from Peanits about huntress hatchet hitboxes:
That second one was definitely in range. The window does not make you safe.
Regarding hatchet hitboxes: They were changed to not be spherical a while back, but the change needed to be reverted (as others have mentioned in the thread). I'll have to bust out my amazing drawing skills. This is what the hitboxes look like:
The survivor has a "capsule" shaped box around them. This determines where they can run and whether or not the killer can hit them. This hitbox does not change, the only exception is that it's a little shorter when you crouch. If it did change, it would cause all sorts of issues in a chase. You would be bumping into stuff constantly.
The hatchets, on the right, have a spherical hitbox.
Why?
When a survivor is injured, they're slouched over as they run. In the example above, you can see what that's important. The hitbox of the hatchet overlaps with the hitbox of the survivor, so the hatchet hits.
Now if you were to make it more closely match the size of the hatchet, you'd end up with this:
In spite of the hatchet going right through the survivor (visually), it does not touch the survivor's hitbox, and so the hatchet would miss. We have tried this change and the past, but it was reverted because it caused a lot of issues like this.
To go back to the first hit, this is the scenario that played out:
This is what the killer sees. It looks a little weird because of the survivor's animation, but the hitboxes overlapped. But then you need to factor in latency:
This is what the survivor sees (with what the killer sees faded out). Latency sucks, you can't really get rid of it. It's a fact of life with online games. There's always going to be a slight discrepancy in online games. Since the hit is currently handled on the killer's end, even 100 ping can make a difference. (Survivor running at 4m/s x 0.1 = 40cm difference between what the killer sees and what the survivor sees.)
The ultra short version: Hatchet hitboxes can't change unless the survivor hitboxes are completely reworked, but latency is also in play.
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@OniWantsYourMacaroni but do you want my location too?
Excellent pill and sphere shapes. Michaelangelo would inquire and converse with you. Anyone with eye balls should be able to understand the hit box dilemma a little better
:)
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