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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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Larger Spinfusor hitbox!

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 Larger Spinfusor hitbox! 
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Frostiken
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Joined: Sat Dec 25, 2010 12:42 am
Posts: 1045
Post Re: Larger Spinfusor hitbox!
DrEuthanasia wrote:
As big as the current Plasma hitbox? God no. Lights in T1 and T2 could actually take a hit and live, guys.

Bigger than they are now? Sure. I mean, I would much rather have some lag compensation so that I'm not shooting at invisible lag ghosts traveling a full player model ahead of where the game is telling me I should aim, but I guess a bigger hitbox would be nice too.


God no, nowhere even CLOSE to the size of the plasma.

I simply want the disc hitbox to resemble the actual size of the disc. Which means that if I aim slightly to the right of a stationary enemy, I could probably hit him with a disc, because discs are flat, wide circles, and if part of that flat, wide circle hits his armor, it should explode. That's why it's a disc and not an explosive dart.

This is how they worked in previous Tribes games, and it's how they should work now. Will this make MAs slightly easier? Sure, but it will provide a much-needed competitive boost to the Spinfusor and possibly help restore spinfusor-based classes to power.

I'm not sure why you all are thinking that a small boost to resemble "reality" will somehow completely compromise the game. Blue Plates don't instantly win you the game, they hardly give a fair credit bonus for how rare they are, and since the only way to actually get a Blue Plate is when the guy is killed, it's not like it's doing something for you that wouldn't have happened anyway.

Are your egos so fragile that seeing average players ending games with Blue Plate counts of four or five instead of one or two will totally ruin the point of the reward? If so, grow up.

The fact that in an average round the number of Blue Plates can be counted on one mangled hand, even with 32 players fighting, is disgraceful.

Discs are smaller than bullets right now. This is equal parts the fault of bullets being huge, and discs being inexplicably tiny, despite the fact that the model in-game is quite contrary.


Fri Apr 27, 2012 9:46 pm
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LagoonSeven


Joined: Tue Nov 15, 2011 7:16 pm
Posts: 421
Post Re: Larger Spinfusor hitbox!
I estimate Falcon's hitbox to be close to the same as the plasma gun, just a little bit smaller, it's pretty ridiculous. However since I now play sentinel part-time, I'll just keep on using it over the poor nova blaster.
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Fri Apr 27, 2012 10:05 pm
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eureus


Joined: Sun Nov 27, 2011 12:16 pm
Posts: 599
Post Re: Larger Spinfusor hitbox!
We don't need easier to use weapons. If any change is needed for the spinfusor, it's an explosion radius reduction.


Fri Apr 27, 2012 10:51 pm
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Dredrick
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Joined: Tue Feb 17, 2009 6:29 pm
Posts: 154
Post Re: Larger Spinfusor hitbox!
eureus wrote:
We don't need easier to use weapons. If any change is needed for the spinfusor, it's an explosion radius reduction.


LOL really I mean the radius is pretty small right now. I think it's smaller than the thumper.


Fri Apr 27, 2012 10:55 pm
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starlinvf

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Joined: Wed Dec 16, 2009 6:31 am
Posts: 1478
Post Re: Larger Spinfusor hitbox!
Dredrick wrote:
eureus wrote:
We don't need easier to use weapons. If any change is needed for the spinfusor, it's an explosion radius reduction.


LOL really I mean the radius is pretty small right now. I think it's smaller than the thumper.


Its about equal from what I can tell. But a bigger initial problem was the max damage band being half of the splash zone, and the fall off only going to 50% dmg before dropping off entirely. Its one of the reasons disk jumping is such an ass pain, since you have a high likelyhood of sucking full splash damage unless your aim and timing are perfect.

Unfortunately this goes hand in hand with the backasswards jetpack mechanics, which makes the control system rotative instead of additive. Which in turn goes hand in hand with the reduced maneuverability to match the small maps, which in turn lead to explosive projectiles being slower then the older games, and the damage bands attempting to make it more forgiving.
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Fri Apr 27, 2012 11:20 pm
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sparkest


Joined: Sun Aug 28, 2011 6:04 pm
Posts: 1425
Post Re: Larger Spinfusor hitbox!
eureus wrote:
We don't need easier to use weapons. If any change is needed for the spinfusor, it's an explosion radius reduction.

MAs are hard enough that people just don't go for them. If you make it a little easier, you aren't making the game easier, you are just making the tactic of going for an MA viable.


Fri Apr 27, 2012 11:21 pm
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UniversalPie
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Joined: Thu Jan 12, 2012 6:01 pm
Posts: 619
Location: GTA Ontario
Post Re: Larger Spinfusor hitbox!
I have over 70% soldier... Really fun class, could use an equipment pack release, but not before the brute. As far as spinfusor goes, I wouldn't increase hitbox more than 20%. I rather enjoy playing a class that is underused. I don't really feel gimped with Spinfusor/Eagle, as I get fairly regular blue plates, and the hitscan Eagle with a rapid fire mouse button is pretty deadly if you can aim, but its falloff is terrible!
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Last edited by UniversalPie on Sat Apr 28, 2012 12:22 am, edited 1 time in total.

Sat Apr 28, 2012 12:21 am
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starlinvf

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Joined: Wed Dec 16, 2009 6:31 am
Posts: 1478
Post Re: Larger Spinfusor hitbox!
UniversalPie wrote:
I have over 70% soldier... Really fun class, could use an equipment pack release, but not before the brute. As far as spinfusor goes, I wouldn't increase hitbox more than 20%. I rather enjoy playing a class that is often neglected. I don't really feel gimped with Spinfusor/Eagle, as I get fairly regular blue plates, and the hitscan Eagle with a rapid fire mouse button is pretty deadly if you can aim, but its falloff is terrible!


From 1 pixel to 1.2 pixels?
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Sat Apr 28, 2012 12:22 am
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UniversalPie
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Joined: Thu Jan 12, 2012 6:01 pm
Posts: 619
Location: GTA Ontario
Post Re: Larger Spinfusor hitbox!
starlinvf wrote:
UniversalPie wrote:
I have over 70% soldier... Really fun class, could use an equipment pack release, but not before the brute. As far as spinfusor goes, I wouldn't increase hitbox more than 20%. I rather enjoy playing a class that is often neglected. I don't really feel gimped with Spinfusor/Eagle, as I get fairly regular blue plates, and the hitscan Eagle with a rapid fire mouse button is pretty deadly if you can aim, but its falloff is terrible!


From 1 pixel to 1.2 pixels?


Surely you jest... If the target isn't moving, you have a few pixels... But if they're flying around, its fairly easy to hit em, as the hitbox seems to grow. A 20% increase of the "in motion" hitbox would make a noticeable difference. I usually get 4 or 5 blue plates per CTF, and don't really go for many at all.
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Sat Apr 28, 2012 12:25 am
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SkepticTA
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Joined: Mon Dec 06, 2010 7:41 pm
Posts: 3062
Post Re: Larger Spinfusor hitbox!
I've been saying this same thing for a long time. An increase to disc hitbox would allow for easier MAs without really affecting its use against grounded targets, making them a little more viable against autos.
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Sat Apr 28, 2012 12:37 am
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