Is it just me or are obstacles 'bigger' than they look?

Having a weird situation. Not sure if it’s lag or something about how the game renders objects.

Basically I’ll shoot at a target that’s moderately far away with their head poking behind cover. The shot will not hit anything at all. This is despite the fact the enemy is clearly visible. There’s no rendering-in of stuff like random spikes when I get closer to the cover. It feels like the ‘hitbox’ for the cover on some maps or in specific areas is bigger than the actual object we see, and it keeps eating my lasgun shots.

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this is just speculation on my end for i had no psykanium means to test it proper,
but i feel the peekaboo mechanic is skewed towards the enemies rather than providing a “proper hitbox”.

please fatshark-someone correct me if i’m wrong, but if x% of an enemy is taking cover he might as well be completely shielded.

strangely it happens more often to me horizontally than with heads popping up and down behind cover.

image

might be a thing with how many real ragdolls get processed by the cpu, 13 is the magic number for my i7, still bite my butt not going with an i9 from the start.

or servers wonkers, who knows :man_shrugging:

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Bullwark shield has entered the chat

that´s a totally different beast.

still baffled that a vertical strike from my bully I club reaches over and hits the head while my pickaxe (!), size, reach an all, hits the shield when doing an overhead attack ?!?

its crzy hard to land a shot on him with a T hammer unless no one else is touching him. Something about them getting hit makes their shield hit box way larger

guess the engine is limited that way. in a perfect world objects would have their rl counterpart behavior.

but with how hitmass,weight and size gets taken into account ingame, i guess sacrifices need to be made.

one side of the coin could be being able to swing through walls to hit enemies behind in their spawn room while the other takes a 1 or 0 into account in terms of wether the bulwark head is hit, instead of the shields sway in relation to his body movement.

that would explain why the sides are still not really “there”, better after the fix but still blue sparks flying where juicy flanks should bleed.

another thing ( and this is in all games so far ): armor bending/morphing when limbs move.

like ogryns metal chest going with the breath or stretching when bowing forward.

If you aim your camera over the bulwark Pickaxe overheads will hit Bulwarks over the shield

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my thanks, will try.

so basically whacking air will make the downward movement hit? as long as it works :man_shrugging:

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i know this is mostly a joke and it is funny, but i feel like recently they have adjusted the hitbox on the bulwark shields a lot better and you can actually shoot them down from the front if they are running at you by shooting their arms as they run, then after a few hits and enough damage they open up from it and you can finish them with head shots. ive been able to easily kill bulwaks fully from the front recently with ease

Not even ‘feel’, they actually did make the shields have a hitbox matching the reality.

They made them better, but increased their health by either 25% or 33%.

It’s better but I still despise Bulwarks, mainly in groups. Their shields will still glitch into each other and protect them, and are still incredibly unfun to fight.

Gotta respect the Bulwark clip-phalanx!

I wonder what would make them more fun/interactive to fight… maybe if they had more of a ‘shield mode’ where they move and turn slower to allow for more counterplay.

Maybe expand the amount of things that knock them around as well.

There are definitely invisible walls on some objects where I know my shots should hit, but I need a different angle cuz there’s something blocking it. I don’t think it’s related to enemies hitboxes being inaccurate when taking cover, just the objects they sometimes take cover behind.

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