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Weekly Reminder #1: Pills are not proper hitboxes.

BadMrFrosty
BadMrFrosty Member Posts: 1,100

Thanks for stopping by. Here's a low effort meme.

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Comments

  • bjorksnas
    bjorksnas Member Posts: 5,608

    Hitscan for bullets (deathslinger)

    Hit box for projectile (huntress)

  • bjorksnas
    bjorksnas Member Posts: 5,608

    Actually they can both move at the same speed a max speed hatchet and the spear both move at 40m/s I was just making a closer comparison for what they react to for hitboxes in comparison to other games. Comparing deathslingers projectile to hitscan because it only affects the relative physical hitbox where the character actually is and the secondary pill hitbox for huntress because her projectiles affect the general area around the survivor as well.

  • Bovinity
    Bovinity Member Posts: 1,522
    edited May 2020

    But that's not what hitscan means. It's still a projectile, it has a speed, traverses a distance and has an applicable (albeit very short) travel time.

  • bjorksnas
    bjorksnas Member Posts: 5,608
    edited May 2020

    Alright more details it is

    In comparison a game like tf2 has 2 hitboxes the hitscan hitbox which only covers the model itself and the splash damage and melee hitbox which covers far outside the model as a single hitbox so it doesn't hit multiple times and doesn't feel to clunky.

    The Deathslingers Spear affects the hitboxes as if it were a hitscan weapon only landing hits if it directly intersects with the model with a slight bit of give to the surrounding space.

    The huntresses hatchets function as if it were splash damage affecting the bigger pill shaped melee hitboxes of survivors so it feels a lot more lenient and at times unfair to the survivors for how forgiving it can be.

    They are both projectiles I was just making a comparison to the hitboxes they affect.

  • Bovinity
    Bovinity Member Posts: 1,522

    The hitboxes are actually pretty average compared to other games, honestly. Especially for a game where extreme precision isn't really a factor most of the time and there are no head/leg/etc shots.

  • BunnyTheHutt
    BunnyTheHutt Member Posts: 1,773
    edited May 2020

    This doesn't change the fact hitboxes are still an issue in general. Pill shaped hitboxes on survivors with hatchets that are literally circles leads too the hitbox issue. Latency doesn't change the fact that when I throw a hatchet and it hits literally nothing and it still does damage, that's not latency, that's a hitbox issue.

  • bjorksnas
    bjorksnas Member Posts: 5,608
  • Bovinity
    Bovinity Member Posts: 1,522

    But none of this has anything to with what hitscan means. You're really just describing a pinpoint projectile.

    "Hitscan" precisely means that something is NOT a projectile in any way. It does not have a speed, does not travel in the adjoining space, and does not collide with other objects. It is literally placing your mouse over a target and it is "hit" the instant you press the button.

  • bjorksnas
    bjorksnas Member Posts: 5,608

    heres an example that will be the last chance I give you before I stop trying to make you understand

    Hitscan and projectiles can share the same hitbox (shocker) a good example of how deathslingers weapon functions is a projectile that affects the smaller hitbox, not the splash hitbox (bigger hitbox) that huntress effects. Just because I used the phrase hitscan hitbox doesnt mean I think that the PROJECTILE THAT I LITERALLY STATED ABOVE MOVES AT 40m/s is a hitscan it just uses the same sized hitbox as if it was. Also not every word is wishy washy because that means it was exactly as I said because in the exact post you are showing it says AFFECTS THE HITBOXES AS IF IT WERE A HITSCAN as in its not a hitscan but affects the hitboxes as if it were a hitscan (double shocker)

  • BadMrFrosty
    BadMrFrosty Member Posts: 1,100
    edited May 2020


    I understand that latency is a thing and can affect hits. But that's not the main argument I'm making. What I'm saying is, if I throw a hatchet-sized object, whether or not it connects should make sense to both parties. Even if you discount the unpredictability of internet performance, the hitboxes are still poorly done.

    • You're throwing a hatchet at a survivor. The survivor (and the killer) have mentally established the area this object is capable of affecting based on its size/spin during a throw.
    • What's happening right now, minus lag, is you're throwing hatchets with circles attached that are (most of the time) hitting other circles around the model, not the model itself. That is the issue.

    You're sending conflicting messages to both players and training bad habits in the killer, which could only ever truly come to light with proper hitboxes. Survivors are seeing a "hit" when the hatchet did, in fact, completely miss - your inaccurate hitbox is at fault here, not the survivor. The huntress player, as an example, is therefore trained to hit "an area", not a survivor. That is the most effective way to play the killer. All of those trick shots become far less impressive when you realize most of them don't even make contact with a survivors model, but instead an invisible body barrier surrounding them.

    • TLDR: Hatchets should only hit when making contact with the character model, not their poorly drawn hitboxes. Hitting the air around a survivor to score a hit shouldn't be a thing, especially not in 2020. And no, "it's just the internet" doesn't count for why most hits appear as complete horse crap 50% of the time. There is indeed a hitbox issue at play here that none of the developers seem to want to acknowledge. Can bad hits happen due to latency? Yes. Is this the only cause of non-nonsensical hits? No. Far from it.
  • bjorksnas
    bjorksnas Member Posts: 5,608
    edited May 2020



    I will now put this in simple words to make my point once more

    Hatchet big and hit big red hitbox

    Spear tiny and hit little hitboxes on body

    Post edited by Mandy on
  • HellDescent
    HellDescent Member Posts: 4,883

    You forgot the part when survivors don't have one

  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    I'd like to see what your alternative solution is to pill hitboxes.

    And I can assure you that any solution you provide will have some jank to it as well. Truth is there is no perfect solution to hitboxes, there is only the one with the least amount of jank (which would be pill hitboxes).

    Also as @Peanits said, most of the issues people have with "hitboxes" is actually latency.

  • BadMrFrosty
    BadMrFrosty Member Posts: 1,100
    edited May 2020

    The hitboxes on that TF2 character are exactly what the game should have. The giant red box/blue box is a perfect example of what -not- to do in games like this. Look how much space that blue box has to work with, most of which doesn't even touch the actual model. Ridiculous.

  • thesuicidefox
    thesuicidefox Member Posts: 8,223
    edited May 2020

    Hitscan weapons don't fire actual projectiles. When you shoot an AK47 in COD, for example, there are no real bullets in flight. The game does a raycast from the origin of the shot (in this case your camera) and draws a literal line from that point forward. If it intersects with an object, it stop there and hits that object. If that object is another player, it registers as a hit and damages them. This is done instantaneously. In real life, a target about 300m away would get hit by the bullet about a half second after you fired it. In a video game, it hits the next frame after you pull the trigger (1/60th of a second), and the distance is irrelevant. It could be 1m it could be 1000m, it still hits at the same time.

    Only a few games don't use hitscan and use actual projectiles for every weapon. Battlefield and Halo 3 come to mind. You fire a sniper shot in BF there is travel time and gravity, so you have to account for that. In Halo 3, bullets were actual objects in the game and thus not hitscan/raycasts. They do this for realism and to have more control over the weapon's functionality, but it is also more resource intensive since the system has to render the bullets instead of just drawing a line. AFAIK Halo 3 was the only game in the Halo series to have done this, and if you play Halo 3 at all you would know the BR was a bit janky at range purely because it fired actual projectiles.

    That all said, a weapon cannot be both hitscan/raycast AND projectile at the same time. They have conflicting properties. If a hatchet were hitscan it would just fly across the map instantly and register as a hit. If you add in a projectile to "confirm" the hit all that does is make the hitscan portion pointless, because the hitscan and projectile will strike an object at 2 different times. If the survivor is standing still this isn't a problem, but survivors move. So hitscan would say "hit" and then the survivor moves, 2 seconds later the projectile says "miss" now which would be correct? It makes more sense for it to be a projectile since it's meant to have a travel time. Deathslinger's spear too, even though it moves faster and straighter than a hatchet, it still has a noticeable travel time.

  • thesuicidefox
    thesuicidefox Member Posts: 8,223
    edited May 2020

    Then you just give small characters an advantage over large ones. Anyone that plays Bill will be at a massive disadvantage compared to anyone that plays Feng.

    And no there is no way to make those two hitboxes the same. Hence why the devs go with pill hitboxes, because it's universal and independent of the size of the character.

    There is also the issue of animations affecting hitboxes. If the hitboxes were as you suggest, then you could miss because the survivor was doing a specific animation. That's a problem if survivors can change directions faster than killers and cancel certain animations instantly. Imagine throwing a hatchet at someone, they do the pointing animation, and it misses, they cancel it and keep going. That's basically what could happen.

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  • Bovinity
    Bovinity Member Posts: 1,522
    edited May 2020

    I like how you keep trying to act smug about this and insult me, when the only fact here is that you were using the word "hitscan" when it doesn't apply to ANY part of the mechanics in play.

    That's it. That's the only fact here. Just stop using the word, there's no place for it.

  • bjorksnas
    bjorksnas Member Posts: 5,608

    Finally someone gets it

    Yes for the love of god I was comparing the hatchet to the big hitbox and the harpoon to the small one because that is effectively equal to what they hit in game

  • Schmierbach
    Schmierbach Member Posts: 468

    I'd be all for them making small changes to the hatchets hitbox as long as the huntress gets changes to make her throws more responsive and less sluggish overall.

  • Bovinity
    Bovinity Member Posts: 1,522

    Right, which is why I said he was describing a pinpoint projectile, not anything having to do with "hitscan". For some reason he just kept on with the term for several posts for some reason. There's really nothing to compare between a projectile and a hitscan interaction, no matter how small the projectile is. It's just not applicable in any way.

    (He also used the word "splash" with regards to Huntress axes which, again...not sure where they're getting these terms. Just stick to what they are.)

  • Bovinity
    Bovinity Member Posts: 1,522

    Yes, and I already addressed that. It was your constant use of "hitscan" and "affects it like hitscan" and such that I was pointing out was simply not useful or correct at all.

    It's a small projectile. That's it. You don't need to compare it to "hitscan" because it's just nonsensical to do so. Size of a projectile has nothing to do with "hitscan" or not.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    I think you took him a little too literally and it frustrated him :/

  • Bovinity
    Bovinity Member Posts: 1,522

    Not really, the term just had no place in the discussion.

    It's not "like a hitscan" or "affecting it like a hitscan" or anything remotely relating to or similar to hitscan in any way. They're just mixing up terms for no reason.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    I think they were meaning to use the term purely as comparative hyperbole

  • thesuicidefox
    thesuicidefox Member Posts: 8,223

    They showed the hitbox for it in one of the streams around the time she came out.

    Basically she shoots tiny balls a bit like a machine gun that are connected to each other by a visual effect to make it look like one continuous stream of pukey.

  • memento
    memento Member Posts: 158

    This is the ideal HITBOX survivors imagine.

    https://clips.twitch.tv/AggressiveMuddyVelociraptorCoolStoryBro

  • Bovinity
    Bovinity Member Posts: 1,522

    I dunno. Feels more like they steadily walked it back after the initial claim instead of owning it. Considering that their first post was literally just:

    "Hitscan for bullets (deathslinger)

    Hit box for projectile (huntress)"

    I'm understandably suspicious. 😁

    Does it matter now? Nah, not so much, it has been hashed out and I don't think anyone misunderstands now.

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    Yes it is ideal that survivors can crouch to avoid hatchets.

  • HellDescent
    HellDescent Member Posts: 4,883

    It's not just plague, there are multiple instances of huntress' hatchets passing right through the survivor. Survivors hitbox disappearing while they are unhooking. Then there is Billy's false saw, Oni's demon strike going right through the survivor if they are at the pallet.

  • Orionbash
    Orionbash Member Posts: 765

    The killer also has an advantage on hits being favored by the server. Why is this when survivors are the reactive role?

  • Decarcassor
    Decarcassor Member Posts: 651

    Because otherwise it would look terrible on the killer end and make it near impossible to know when the survivor is in range of your attacks. And yes I know that currently some hits look stupid on the survivor side. If you realize you have a bad latency with the killer, don't be greedy and drop thoses pallets early.

    Also hit detection is the only interaction where the killer as priority. It does not appear to work for things like grabs wih make laggy survivor pretty much immune to them.

  • BigTimeGamer
    BigTimeGamer Member Posts: 1,752

    Here’s a food for thought:

    what if the type of hits that always happen on this happened in Siege or CS?

    people would be furious too

  • Strome21
    Strome21 Member Posts: 16

    Both are projectiles. Ones just faster


    A hit scan is instant, a projectile has travel time

  • luka2211
    luka2211 Member Posts: 1,433

    That second model is actually so good why isn't it in the game lmfao

  • White_Owl
    White_Owl Member Posts: 3,786
    edited May 2020

    I think the main problem in this case is not the "pill" but the hatchet hitbox, which is a sphere in contrast with the very narrow shape of the hatchet itself. You think you're being hit by a hatchet, while in reality you're hit by a cannon ball.

  • wojtech
    wojtech Member Posts: 192

    So theoretically speaking, it should improve gameplay just by reducing update time discrepancy.