I must complain

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Big_BenKYS

FNG / Fresh Meat
Jun 29, 2010
44
14
0
Hawaii
steamcommunity.com
I have to agree, the hitboxes in this game are awful. Especially when the specimen speeds increase on the higher difficulties, their hitboxes seem to get all kinds of messed up and you have to aim way away from where the specimens actually are because the hitboxes can't keep up.

The Scrake and Husk seem to have the worst hitboxes, sometimes I literally see crossbow bolts go straight through the center of a Scrake's head only for it to register as a body shot somehow, same with the husk. And with the new snowman Husk it's hitbox is not at all accurate to the model. The Siren also has a terrible hitbox. The funny thing is I remember at release the Scrake's head hitbox was way off to the side, and even after they fixed it, it's still pretty crappy.

Worst of all, when the specimens do that really wonky super jump that they do to get over obstacles there is almost no way to hit them in the head when they're in the air. I'm not sure why the hitboxs are just so awful in this game, in games like L4D, Borderlands, TF2, etc. the hitboxes aren't anywhere near this terrible.

This is one of my biggest complaints about this game, and now it's even worse due to the nerfing of the sharpie. Good luck getting 3 or 4 headshots to register on the Fleshpound when 50% of the time they either register as arm or bodyshots.
 

NitroBullet

FNG / Fresh Meat
Jul 4, 2009
191
44
0
Man, a bit irrevelant but, technology moves on one of the things that is so awesome is the now affordable is per-poly hit detection. No more stupid hitboxes being out of sync with the render model...

me wants it in every game...

Valve uses that in their games (TF2, CS:S, L4D2 etc)
 

Benjamin

Grizzled Veteran
May 17, 2009
3,650
635
113
France
Man, a bit irrevelant but, technology moves on one of the things that is so awesome is the now affordable is per-poly hit detection. No more stupid hitboxes being out of sync with the render model...

me wants it in every game...

It's still fairly computationally expensive, relies on lag compensation (and server-side animation processing for the standard animations), and doesn't offer any synchronization benefits beyond guaranteeing that the head will be exactly where the skeleton's head is, which isn't necessarily hard to do right now as long as it's set up properly.
 

KON_Air

FNG / Fresh Meat
Jun 13, 2009
278
50
0
NitroBullet said:
Valve uses that in their games (TF2, CS:S, L4D2 etc)

Valve still uses hitboxes that move real time with render models using prediction method "for smoother gameplay experience".

Benjamin said:
and doesn't offer any synchronization benefits beyond guaranteeing that the head will be exactly where the skeleton's head is

Yeah, it sort of causes laggy gameplay on low end pcs and connections but it does offer superior synchronization benefits because there are no hit boxes, don't get shot around corners and hit exactly what you are shooting at. Prediction/Compensation is lot less of an issue in... say Doom3 or Crysis.
 

Benjamin

Grizzled Veteran
May 17, 2009
3,650
635
113
France
Yeah, it sort of causes laggy gameplay on low end pcs and connections but it does offer superior synchronization benefits because there are no hit boxes

I'm not sure what you mean by no hit boxes, since even engines that do things differently will have to do a calculation to detect if the shot has hit the head.
 

KON_Air

FNG / Fresh Meat
Jun 13, 2009
278
50
0
In per-poly systems, the hit is detected by which polygon (are assigned what do they cover, head, gear, body... etc) is on the rendered model is hit, there are no seperate invisible hitboxes tied to the model.

Though it is mostly used for physics calculation, afaik Doom 3 and Crysis are the only ones to use that (not so sure about D3 though).
 

Benjamin

Grizzled Veteran
May 17, 2009
3,650
635
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France
In per-poly systems, the hit is detected by which polygon (are assigned what do they cover, head, gear, body... etc) is on the rendered model is hit, there are no seperate invisible hitboxes tied to the model.

It's a similar idea here though, just that instead of using a collection of primitives (as I assume some engines do since per-poly collision is slow) it simply uses a couple of collision cylinders and then detects head shots based on a mathematical equation involving the head bone's position (which, for standard animations such as walking and idling may be inaccurate since these animations do not play server-side) and some variables such as head size and offset.
 

KON_Air

FNG / Fresh Meat
Jun 13, 2009
278
50
0
Exactly. Hitbox solution is faster and more reliable in low end connections, cause a lot less load on both client and server. However it gives us wonderful things like the scrakes, whose "head" box was over his shoulder while hitting his rendered head resulted in a complete miss or hit the "body" box.
 

NitroBullet

FNG / Fresh Meat
Jul 4, 2009
191
44
0
Valve still uses hitboxes that move real time with render models using prediction method "for smoother gameplay experience".



Yeah, it sort of causes laggy gameplay on low end pcs and connections but it does offer superior synchronization benefits because there are no hit boxes, don't get shot around corners and hit exactly what you are shooting at. Prediction/Compensation is lot less of an issue in... say Doom3 or Crysis.

orly? i was playing scouts in TF2, was able to shoot between my opponent's legs, between his arms, and a pixels to the left and right of him and it wouldn't hit unless it was actually ON him... that why i assume pixel hit lol i guess i'm wrong
 

rckrdude

FNG / Fresh Meat
Sep 16, 2009
313
86
0
McAllen, TX
the scrake is terrible now.....when you connect with a bow headshot and it gets a stun. the head MOST of the time will tip down and to his right and you can land a second headshot pretty easily. however, every once in a while the head will NOT tip down but stay straight up. you shoot at the head again and it won't trigger. that tells me that it's still recording as the hitbox moving down and to the right even though what you see is a normal head.

This exactly. Scrakes have terrible hitboxes after the new Christmas update.
 
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-[SiN]-bswearer

FNG / Fresh Meat
Apr 3, 2008
3,460
1,942
0
This exactly. Scrakes have terrible hitboxes after the new Christmas update.

yup, and it's even worse because we're technically supposed to be able to 2 shot (headshots) Scrakes with a bow as a level6 SS even on suicidal and HoE. the problem is that when the head glitches out and doesn't do the little "tipping" animation after the first shot stuns, you can't get a second hit to trigger. that means we're required to land at least a third shot. the alternative is to let the stun effect wear off, thus allowing the hit box location to be corrected and making it possible to get a second hit.....only problem with this is that once the stun effect wears off, the scrake will be in an instant rage.

at least when the hitboxes were off-centered back in the day, we could still get the "over-the-shoulder" shot. once they finally fixed the hitboxes and improved the headshot detection, at least it was playable. i can deal with it now taking 2 shots on suicidal/HoE to take down a Scrake, so long as the first shot is a stun AND the hitbox is consistently in the same centered location so that it's actually possible to land a second headshot.

it just frustrates me that we are sitting here reporting this.....wasn't the beta supposed to find bugs like this? you can't seriously tell me that with all of those "pro" players who were testing, not one person noticed these problems.....
 

BenioX

FNG / Fresh Meat
Jan 20, 2010
2,013
702
0
29
Poland
www.youtube.com
it just frustrates me that we are sitting here reporting this.....wasn't the beta supposed to find bugs like this? you can't seriously tell me that with all of those "pro" players who were testing, not one person noticed these problems.....
100% agree

This exactly. Scrakes have terrible hitboxes after the new Christmas update.
And FPs o_O
Never seen t explode/cut out since update. NEVER. Even when he died and I heard cracking in his head - it didn't go off.
 
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SMIFF

FNG / Fresh Meat
Sep 19, 2009
1,815
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it just frustrates me that we are sitting here reporting this.....wasn't the beta supposed to find bugs like this? you can't seriously tell me that with all of those "pro" players who were testing, not one person noticed these problems.....

I noticed several bugs, but Xienen himself stated that they didn't have time to correct them all.