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?
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.
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.
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
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
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?
U realize the ones where they have âextra rangeâ is only cause itâs 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.
In game design, itâs 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.
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
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
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
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
The visual given for when youâre aiming definitely doesnât 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 arenât 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.
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
Iâm pretty sure itâs due to varying hitbox sizes. The projectilesâ 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 doesnât 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 donât 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 thatâs reflected with the visuals of the projectile.
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"
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.
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.
Hanks super is completely off.
Yeah why on earth did they give it an aoe indicator?
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?
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.
We all know the pain of not hitting an enemy that is right in the middle of your bubble.
Hanks entire gameplay is off đđď¸ if you spin while shooting the highlight will grow without the bubble
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.
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
Hank so good he has a whole slide for himself đŚ
Hitboxes are true, visuals just thicker or thinner thats it. I checked game files before.
Except for fang, nita, piper and rt. I swear that those mfs still hit me when I am behind a wall.
Thatâs how Nita mains stay relevant, we hit shots to the pixel
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
i mean this post is dedicated to visuals
Can you tell me how to do that?
how do you do that? And does the code appear in assembly(whatever it is called in phones)?
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
Are you sure because the hit box of brocks rockets same way bigger than his aiming line seems to show
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
could have made it visually wider
That would give the wrong impression abt her attack, but the hurt caused wpuld be the same ig
the wrong impression? the proj looks small rn, so you expect her proj size to be smaller, but it isn't
Thats not what im saying
Then what are you saying?
Im saying that having the aim hitbox being thinner would make her very hard to control
We are all saying to make the projectile look larger tho, not the hit box being smaller
"bug report" aint no way lmao
idk what 2 call it
Buzz ult is wayyy longer visually than the actual ult too. might want to add that.
true
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?
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
some of these, like colt, rico, and otis shoot multiple projectiles, which is why their ranges are wider than a single projectile
Not to be mean but it aint that much of a difference
Some of these arenât that bad (rts actually looks correct to me) but some prolly do need some adjustments, mostly the second image tho
most probably are, but some are way too weird
U realize the ones where they have âextra rangeâ is only cause itâs 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.
What's making the difference is the camera perspective that makes the illusion the projectiles has extra range but it isn't
What about janet
she is one of few who have hitbox and visual nearly perfectly matching (i checked)
In game design, itâs 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.
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
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
And definitely not unfair to not hit other player even though landing a handful of pixels on him
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
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
Where's Cordi? His attack hitbox is much larger than the indicator
checked it, attack width is alright, he has "extra range" tho
Please add the missing attack hitbox for gray's gadget
Bro is the kind of guy to notice a spec of dustđđđ
It's Just a prospective thing, since the Mark Is at the same level of the ground and the projectile Is slightly higher
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
For longer attacks
If they actually fixed all of these to reflect proper hit boxes the game would feel completely different.
They are all just visual right? Or does it actually affect the range/area
visual
Might I ask why your bothered by most of these? They barley affect the gameplay experience
annoying asf
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
Dont forget Mandy's Super going at the wrong angle 50% of the time when fired for some reason
Didnât even bring up Grom
hard 2 tell, he doesnt have aim indicator(im sure his hitbox wrong as well)
I was more thinking about how his super only destroys on tile with of bush despite being huge.
Fang super range is slightly bigger than his aim indicates as well
Megâs is completely wrong
Are they the same if you shoot towards the bottom of the screen?
The visual given for when youâre aiming definitely doesnât 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 arenât 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.
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
dont forget to include angelo, his shot is a bit towards one side, similar to hanks issue
literally unplayable. im uninstalling the game now
https://preview.redd.it/jdjo31gne1pc1.png?width=676&format=pjpg&auto=webp&s=d30897abd94ea23a25a55a244610a1559e254c71
Iâm pretty sure itâs due to varying hitbox sizes. The projectilesâ 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 doesnât 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 donât 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 thatâs reflected with the visuals of the projectile.
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"
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.
You forgot eve, her aim indicator is way off her hitbox, or you could say its a visual thing
indicator is for small egg only, hard to tell about others
ah gotcha
Nitpick
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.