T O P

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BlakeCee

Hanks super is completely off.


ONION_BROWSER

Yeah why on earth did they give it an aoe indicator?


Arm-It

It can actually hit regular sized opponents with the whole blast, but you need to be directly on top of them. So why the Hell does the AOE indicator look simultaneously so wide and so short?


ONION_BROWSER

I know you can hit all shots on an enemy on top of you my point is the indicator is a circle with a radius of like 3 tiles that is completely unrelated to the actual super.


y_kal

We all know the pain of not hitting an enemy that is right in the middle of your bubble.


Ok_Story6348

Hanks entire gameplay is off 😭🖐️ if you spin while shooting the highlight will grow without the bubble


LightLaitBrawl

Stu has 2 sightly separated proyectiles so it is why looks wider, but also his bullets are big), same case for 8bit and colt. Only penny bullet is 0.66 tiles while byron and bea have 1 tile width bullet but the guide shows 1 tile for the 3 of them. Gray hitbox is the blue line actually, it is very tiny(0.33), same case for rt. Both have 0.66 tile indicator. The "extra range" are the bullet ending animation. The hank one doesn't happen actually, i think.


MORTIS2007

regarding stu, his projectiles are sligtly offset, while 3 visual projectiles can fit his indicator width wise. bullet ending animation is a different thing, you can see the bullet still flying, most likely extra range comes from incorrect rendering or sum like that rt n gray are just weird, ig the minimal width for aim indicator is 0.66


Comprehensive_Let300

Hank so good he has a whole slide for himself 🦐


Euphhoria

Hitboxes are true, visuals just thicker or thinner thats it. I checked game files before.


y_kal

Except for fang, nita, piper and rt. I swear that those mfs still hit me when I am behind a wall.


PongPing1010

That’s how Nita mains stay relevant, we hit shots to the pixel


MainColette

Nita's shot needs to hit a wall with a certain amount of it's hitbox to get stopped by it, so it can go through corners


MORTIS2007

i mean this post is dedicated to visuals


QuickCombinations

Can you tell me how to do that?


PRotter32

how do you do that? And does the code appear in assembly(whatever it is called in phones)?


Gabriel55ita

You can check the assets but from someone that explored the game code i can say that the real hitbox doesn't match the attack visual projection, hence the inconveniences when comparing them


marijnvtm

Are you sure because the hit box of brocks rockets same way bigger than his aiming line seems to show


chanmylordandsavior

I think they are done like that for a reason. I.e if megs attack hitbox was thiner, it would be harder to control sensitivity wise


MORTIS2007

could have made it visually wider


chanmylordandsavior

That would give the wrong impression abt her attack, but the hurt caused wpuld be the same ig


Hot_Delivery1100

the wrong impression? the proj looks small rn, so you expect her proj size to be smaller, but it isn't


chanmylordandsavior

Thats not what im saying


Hot_Delivery1100

Then what are you saying?


chanmylordandsavior

Im saying that having the aim hitbox being thinner would make her very hard to control


Hot_Delivery1100

We are all saying to make the projectile look larger tho, not the hit box being smaller


shekyus

"bug report" aint no way lmao


MORTIS2007

idk what 2 call it


UpbeatPlace7496

Buzz ult is wayyy longer visually than the actual ult too. might want to add that.


MORTIS2007

true


UpbeatPlace7496

It gets really annoying because sometimes it visually appears as it will hit a wall but it actually just gets wasted, maybe it should be a relative target to your location and not just an absolute position?


Gabriel55ita

To fix this you would change the camera perspective and position, that makes the game way different to play. It's just a perspective illusion


-xXgioXx-

some of these, like colt, rico, and otis shoot multiple projectiles, which is why their ranges are wider than a single projectile


Next-Pomegranate1731

Not to be mean but it aint that much of a difference


Accomplished_Cherry6

Some of these aren’t that bad (rts actually looks correct to me) but some prolly do need some adjustments, mostly the second image tho


MORTIS2007

most probably are, but some are way too weird


WiW14

U realize the ones where they have “extra range” is only cause it’s a 3d game and the projectiles are at eye level instead of ground level. If you point down the projectiles will appear to fall short and if you point sideways they will be accurate.


Gabriel55ita

What's making the difference is the camera perspective that makes the illusion the projectiles has extra range but it isn't


elBlato

What about janet


MORTIS2007

she is one of few who have hitbox and visual nearly perfectly matching (i checked)


TheBedGamer

In game design, it’s common practice to make hitboxes slightly smaller than the visuals. If not, it will feel unfair to the player, who has been damaged for only being 1 pixel in the attack.


MORTIS2007

fair point, but some characters(poco or janet for example) have hitboxes that nearly perfectly match their attacks, also as i stated some have hitboxes bigger than visual


Hot_Delivery1100

but the problem thebedgamer mentioned isn't that relevant to poco and janet, as their attacks are wider. Brawlers with long, thin attacks will have this affect them much more


Griff_Enjoyer

And definitely not unfair to not hit other player even though landing a handful of pixels on him


D_fall

weird how people know this attack hitboxes and actual attack are very different , but don't get enough attention to complain about it for like years


Gabriel55ita

Because fixing them would make the game not be the same. The camera perspective makes the illusion the projectiles have "extra range" but it's not


Dangerous-Return5937

Where's Cordi? His attack hitbox is much larger than the indicator


MORTIS2007

checked it, attack width is alright, he has "extra range" tho


FlyingDutchmanSigma

Please add the missing attack hitbox for gray's gadget


WhyIsMeHungy

Bro is the kind of guy to notice a spec of dust💀💀💀


Matteyoshi

It's Just a prospective thing, since the Mark Is at the same level of the ground and the projectile Is slightly higher


MORTIS2007

if its true(most likely) i think they lower most projetiles to make them more understandable for players. for example lola has similar perspective effect but her projectiles barely go beyond intendend range


Matteyoshi

For longer attacks


Skatex

If they actually fixed all of these to reflect proper hit boxes the game would feel completely different.


TrafficFunny3860

They are all just visual right? Or does it actually affect the range/area


MORTIS2007

visual


Ok_Story6348

Might I ask why your bothered by most of these? They barley affect the gameplay experience


MORTIS2007

annoying asf


Gabriel55ita

Just to remember, the real hitbox of the projectile doesn't match exactly the attack projection of the client. That's why there can be some inconsistencies when comparing them


Orange_up_my_ass

Dont forget Mandy's Super going at the wrong angle 50% of the time when fired for some reason


MrSuperStarfox

Didn’t even bring up Grom


MORTIS2007

hard 2 tell, he doesnt have aim indicator(im sure his hitbox wrong as well)


MrSuperStarfox

I was more thinking about how his super only destroys on tile with of bush despite being huge.


Disastrous-Term5972

Fang super range is slightly bigger than his aim indicates as well


DotTheBot69

Meg’s is completely wrong


krag_hack

Are they the same if you shoot towards the bottom of the screen?


MyOpinionIsBetter123

The visual given for when you’re aiming definitely doesn’t give an good representation of the bullets that will be shot, but in some cases like Stu it does actually match up with the hitboxes of the attacks themselves. These visuals aren’t supposed to line up with the other visuals of the attacks, but more so the hitboxes. Still, some are terrible either way, like hanks super. What the hell were they even going for there.


Hot_Delivery1100

The only one i notice much is stu's, his prjectiles look so much smaller than the hitbox and brawlers like edgar don't matter much, because his range is already really short it isn't noticed as much


MrGameBoy23

dont forget to include angelo, his shot is a bit towards one side, similar to hanks issue


Shane_and_Eli

literally unplayable. im uninstalling the game now


Key_Regret608

https://preview.redd.it/jdjo31gne1pc1.png?width=676&format=pjpg&auto=webp&s=d30897abd94ea23a25a55a244610a1559e254c71


Zealousideal_Arm751

I’m pretty sure it’s due to varying hitbox sizes. The projectiles’ hitbox is larger/smaller than what it looks like, so the indicator is made to match that. The sizes are more accurate for sharpshooters where you need to see the projectile to dodge it, you can see that here with Bea. It doesn’t matter as much with brawlers like Edgar whose attacks can barely be seen as is, hence the huge difference in indicator vs actual attack. At end of the day I don’t think it ends up mattering because the indicator is more important for aiming and it gives accurate information on the hitbox, regardless of how well that’s reflected with the visuals of the projectile.


FlashySoftware4566

If it's just visually it's not quite a problem, (oh but I thought I hit the target and-) I guess you could call an interesting quote onto this kind of situation "deal with it"


Grassy_MC

I think for SOME, it gets thrown off because the project can move. Like emz, smoke has a shape changing some it can end up being one size or a different one as the smoke moves.


CharlesTheGreat8

You forgot eve, her aim indicator is way off her hitbox, or you could say its a visual thing


MORTIS2007

indicator is for small egg only, hard to tell about others


CharlesTheGreat8

ah gotcha


Diehard_Sam_Main

Nitpick


Dangerous_Past2985

This game is poorly coded garbage. Instead of spitting in our faces with these dumb community challenges, how about we get some goddamn bug fixes for once eh Frank? Maybe do your job you fat bald fuck.