Why is huntress' hitbox the size of a continent again?
![MeltingPenguins](https://us.v-cdn.net/6030815/uploads/avatarstock/nMXD7O59Z0YTA.png)
you said you increased wesker's hitbox, but seeing he still bounds through survivor's shoulders without any effect... I think you gave the increased hitbox to huntress, as she's back at hitting survivors on what feels like different maps entirely.
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It’s not.
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Seeing it visually like that makes sense. I'm a math person so I like the math part the artist added in at the end there. Also with ping being higher than usual, it seems like the hitbox is sometimes a lot bigger than that.
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She out here throwing full-on busses textured as hatchets.
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Lag.
I've been "hit" from more than 10 feet away from where the hatchet landed.
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Lag is one thing, but in this regard I was talking about hatchets flying by on the other side of a wall and still hitting
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It's just a thing with thrown projectile Killers. Trickster will hit Survivors around corners too its just less upsetting to people because he needs multiple hits to down and at least some of those are gonna look fair.
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Trickster and Deathslinger actually have considerably smaller hitboxes on their projectiles, which even allows them to be thrown between gaps in places like boarded windows (which is pretty neat, honestly) Its also why you get less outrageous looking results when the hit only barely connects.
I still think that survivor collision should be centered with the characters visual representation, though they'd have to fix all of the wonkiness of how animations flow with direction so it'll probably never happen. Peanits' explanation does a really good job explaining it all, but to add to it the collision being misaligned is also why you can smear your face through a wall to loop as tightly as possible, for any who have seen or practice this efficiency phenomena.
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The problems with that are:
- Requires multiple separate hitboxes = A lot of additional processing power required
- Creates balance disparities between bigger and smaller characters = Creates meta survivors = Punishes fans of bigger characters
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I'm not saying any of that, just having them center justified off of the maximum x/y values of their representation, rather than centering on their shoes. An overwhelming number of animations involve leaning forward while none involve leaning back, which is why there is such an issue. Killers can get pallet stunned when nowhere near the pallet's hitbox from their perspective, so it feels like a weirdly ignored type of jank.
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I hate that hits are entirely killer-sided, with literally zero validation, in terms of Huntress Hitboxes. Faced a Huntress with literally constant red ping yesterday and when I say it's the worst survivor experience I've ever had I genuinely mean it.
Add validation to all hits, BHVR, please. I beg. Or just make it so if you consistently have over 150ms ping that you cannot connect to that location for matchmaking, with the exception being inter-continental SWF.
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I mean, it's more than wonky visuals, Huntress hatchets can hit through solid objects. Had that happen to an ally once, and the killer in postgame said they were banking on hitting through the object.
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That happened to me a couple weeks back. From really far away and through a wall with no vault or opening nearby.
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Auto kick killer and survivor with a red ping over 60 seconds.
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