Crushers hit too far (much further than the model and animation), bulwalks block where their shield isnt (hitbox is way bigger for raised shield than the model)

crushers hit too far (much further than the model and animation), they hit too far. i have other people confirm this. they can hit you from further away and in a wider angle than their model and animation dictates.
for a game to be so unfair and unfriendly to players, relentlessly destroying them and giving them very little graces (4 random fools, sharing pitiful ammo pools, against an army), you at least need to have these hit boxes etc right.

bulwalks block where their shield isnt (hitbox is way bigger for raised shield than the model)
i should be able to shoot him in the foot and the sides of his chungus self that poke out from the shield. sometimes, i’m shooting them from the side, but i’m not ‘‘behind it’’ enough to do damage, it still considers it blocked. that is baloney.
if you’re going to give us 0 margin of error, crush us for tiny mistakes, bulwalk should have only as much hitbox protection as the model of the shield dictates, none of this massive invisible hitbox shenanigans.

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Agree.
I use to let 5 meters between them (and come after they do their melee attack) and me cause I don’t know how much range the area of damages is. By experience, I say also, “too far”.
This is not about crushers, just the fact that, without being hit when you see the playing animation, you get hurt even if you were obviously not under the crusher’s weapon.

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I can’t speak too much to crushers. But holy hell, bulwark shields are frustrating. I wish I could see a graphic representation as to where they really are vs where they appear to be because wow, it’s very different.

Modders, if you were looking for interesting ideas…

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Absolutely agree. Both crusher and mauler cleave hits are meters ahead of the actual axe.

Also bulwark shields are total nonsense. You can aim for any fleshy exploded area but unless you’re 180 degrees behind them then you get invisible shield bonk and a nice bit of stagger for your troubles. Then staggered again as balwark pushes you a milisecond after your hit.

Both need fixed. Balwark shields are massive invisible cheat walls ATM.

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In my experience, Mauler hitboxes are okay, but there is definetely something wrong with the Crusher. There is a funny video on le reddit with Crusher making ultra-kill, it clearly shows that hitboxes are much larger than they appear

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Same here. Did I miss something?

I’ve been hit by maulers who were clearly out of reach of me. When they do that big overhead forward cleave. It’s not as bad as the crushers but definitely noticed it before.

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There’s also potentially network latency that could explain it.
I cannot verify, but it should be checked in training area (local = no ping).
I always have think that mauler were correct on the AOE. But I may be wrong…

Unfortunately I don’t use mods so can’t check that anywhere except in the missions.

If you test then please let us know what you find.

Not having a go at you specifically OP - so please don’t feel slighted personally - but I’d say to all newcomers; if you’re coming to the forums “new” - as in the last 3 months - please just hit the search button? You might have something new to add, but likely your point has been raised, discussed, possibly resolved or if not, filed under ongoing “grudges”.

e.g. So when are we fixing the unfair hitboxes that Crushers' hammers have?

Only saying this because there’re a few recent threads that could be easily answered by searching before typing.

I’ll reiterate what I said there; your melee weapon is longer than it appears too, so you hit things you “shouldn’t”.

Crusher and mauler hitboxes need to be dangerous to force reactive gameplay via dodging, as they’re designed to force you to dodge. Otherwise you’d be able to just avoid all that by backing off or walking sideways.
The alternative would be giving them truly silly levels of tracking and speed to force you to dodge.
There’s also latency that plays into it, exaggerating the effect a little bit.

I think it’s good this way. I’d rather have the hitbox be generous than the animation get sped up or they iceskate even on stationary attacks. The only other alternative is making them really really easy to avoid by backpedaling for free, which would take away from the game. A crusher overheading you forcing a dodge is good game design, inherently.

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at the end of the topic you linked, you can see this:

Not his fault if they have put a rule to close every thread without answer…

On this I agree.
However, seeing his life entirely depleted cause a crusher has hit the floor 2 meters ahead of you… is not fun.
The problem is not dodging a hit, the problem is that the crusher weapon can hit you even if you had dodged it.

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while there´s definately jank thats out of our control right now, here´s a few tips you as a player can somewhat control in your favor.

in case you play ogryn here´s a few for bulwark especially:

°max size ogryn only needs to jump in place to directly have a line of fire towards his head
this means instant hit with i.e a kickback
°bully club I works wonders in vertical strikes, hitting above the shield (so far for me) every
time
°pickaxes got a trick, though not 100% reliable in the thick of things
look 90° straight up when striking with your vertical attack.
more often than not you´ll get a bump on the head

crushers:
°slide or dodge sideways NEVER backwards (unless you got a pretty good lead, kiting them in a
nice row and picking them off one by one
°branx almost oneshots the buggers and no matter of horizontal or vertical attack staggers
em on hit.
basically if there´s more than one hit with a swing first to stagger as many as possible
if only one comes at you give him a vertical heavy first (90% of his health should be gone by
then) and the punies in danger can finish him off themselves.

when in doubt at more of 4/4 bulwarks/crushers incoming, focus on bulwarks first,
you can always dodge a hammer but if you´re boxed in and out of bullrush, that is it for you

hope that helps a bit, works well in havoc right now, so down the line there should be no problem trying this out :+1:

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That was supposed to be patched out so I should probably be adding it to the Book for version control. Can you file a bug report?

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No need. I’ve been farming them all week for the penance. The patch has not been reverted.

Edit: Just did some testing to confirm the bulwark hitbox.

  • If your gun is accurate (tested with ogryn heavy stubber) you can shoot them in their left foot below the shield while facing them dead on.
  • The left and right edges also conform tightly to the shield model so a step to the left or right will let you shoot them in the shoulder (shooting them in their melee weapon will do nothing).
  • The shield hitbox does seem to extend slightly above the model so you can’t shoot them in the sliver of their head that shows but if you play an ogryn you are tall enough melee them over the top of the shield (tested with pickaxe vertical, shovel vertical, paul vertical and horizontal). My ogryn is default height.
  • It does not appear to be possible to put bullets through the vision slit in the shield.

In the chaos of a real fight it would be risky to rely on attacks this close to the edge of their shield but the hitbox seems fine. Maybe even smaller than I remember.

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Agree yet for some reason they can Sometimes still hit you if you dodge (twice). So yes the hitboxes or the servers or both need to be fixed/adjusted.

Did you test with melee though? Bullets might react differently.

I’m talking about how it reacts to my Ogryn melee attacks. The shield like it has huge invisible side walls

Hitboxes can be improved…
Servers… this is not always server side. It is so many things, like, by example, your ping, your computer, the network etc.

I think the hitboxes are just scuffed on some attacks. The crusher (zealot weapon) push attack can just go right through the shield from most angles. Meanwhile it’s really really hard to ever get past the shield with a krourk cleaver h2. I don’t really get why it works like that but it does

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Attacking as close as possible to the side edges of the shield using a default height non-ogryn: If the melee strike passes through both shield and non-shield hitboxes on the bulwark it seems to prioritise the hitbox of the shield. You can chop or thrust right up to the edge of the shield and still damage the shoulder or neck as long as the blow does not make contact with the shield as well. I only tested this on a few weapons and I cba testing interactions with procs like brutal momentum or perfect strike right now.

Skimming attacks near the sides of the shield like this is not a realistic scenario outside of the psykhanium imo - a literal edge case. At this range the bulwark will either be attacking an ally which makes things easy or it will be turning to face you and you will have to bait out their melee or use some other counterplay.

Edit: Same behaviour with ogryn melee, if you are close enough you can even swing through the air gap between the shield and the bulwark’s face and it will damage the face rather than hit the shield. Good luck achieving this precision against a moving target but as ogryns can already hit them over the top of the shield from the front with some of their melee weapons they probably have the least to worry about.

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