More of a discussion or a comparison thread than a complaint.
Unfortunately I was unable to find hitbox images of any UT games, nor many other afps like Xonotic, Warsow, or Toxikk. Please post them if you are able to find them.
External link →More of a discussion or a comparison thread than a complaint.
Unfortunately I was unable to find hitbox images of any UT games, nor many other afps like Xonotic, Warsow, or Toxikk. Please post them if you are able to find them.
External link →The thing that's worth mentioning here the most is that, in most afps (and most fps in general), the model is COMPLETELY inside the hitbox, and the top and bottom parts are pretty balanced (there isn't a massive size discrepancy).
I hope Diabotical changes the model to do something like this. I know we're probably going to have the same discussion of "you just want DBT to be QL" all over again, but that's really not the case. People just want to have a good model to aim at.
The guns have x and y padding, so the hitbox is bigger than the hitbox you see in diabotical
The guns have x and y padding, so the hitbox is bigger than the hitbox you see in diabotical
That being said, we've done 2 other tests with 2 more types of chassis. But unfortunately they wont be ready for open beta. Though I do prefer them for gameplay.
The reason we have x & y padding per gun. Is so I can fine tune the gun play around competitive players. if I give pro players 2 x pixel padding on pncr, making the eggbot 34pixels in width instead of the 30 hitbox width you see. We hit about 80% pncr (myself,abso,winz). the gun should be around 60-70% for top pros in team games.
Same goes with shaft. Currently it had 2.2x padding. which means the absolute best hit about 50% (faye atm), winz for example hits around 40-42% which is where it should be for most pros in comp games. If i wanted to pad 3 x pixels. I would have to lower the dps of shaft to 100 instead of 125. So winz and most pros can hit 50% but achieve the same 50 dps they are currently putting out.
I don't pad Y much at all unless its the shotgun, or you have a huge peekers advantage from lower ground for guns like shaft & pncr.
Unfortunately eggbots though great for marketing have a body shape that requires them to float. If i lowered the view height, It hurts rocket accuracy since you have to fire from a lower pov. Scaling the eggbots down to fit more inside the default hitbox would also require the eggbots to float higher. Also hurting rocket play.
So I think its best to sit tight and let us work on some new chassis and polish the current eggbot.
Your feedback wasn't presented in a toxic way, I just used this thread to talk to Yames. I should have clarified that though.
Aye, Yeah there has been quite a few threads with feedback on fixes people would like to see. Unfortunately there is never a quick fix with a small team that's over worked and stressed. It's why its best to fix stuff people suggest post launch. And trust me there is a lot of little issues, so I don't really mind the threads.
If i was making threads with things that need to be fixed. I would be able to make 10x more than the community :D
Why do hitboxes feel easier and more intuitive to hit in QC, yet top pros still have around 40-50% lg and 60-70% rail?
are you comparing duel? or team?
duel
those are very high acc for duel. But QC is a lot easier to hit than any previous quake. 40 lg & 50 rg would be more normal. But Quake champs is more about trading blows. everyone hits
You tend to get higher acc for team modes.