<div class="IPBDescription">Yep a question</div> When you say hit a fade, does it matter if you hit him in the head or anything? or will it do the same damage no matter where you hit.
Yeah thats what I though <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
That's not nice <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> They should make more advanced hitboxes so skulks can't just bite your ankles off and have to actually try, and you have better chances of killing marines with those silly spikes, and vice versa.
I don't think marines take damage in their feet. I may be wrong but I was biting a marine in his legs (well kinda near his nutsack but a little low) seemingly doing nothing and firewater was all like "AIM HIGHER!" So I did and I successfully murdered. Represent.
Oh and NO there are not differentiated hitboxes. A successful hit does the same damage every time.
humbabaThat Exciting Tales From the Frontline GuyJoin Date: 2002-01-25Member: 86Members, NS1 Playtester, Contributor
edited January 2003
The decision was made to not have seperate hit boxes because: A. It added an element of excess, unnecessary complexity B. It makes cheating much more beneficial (headshots) C. It would feel odd to have hitboxes for Marines, but not aliens. And because marines arent skill based, implementing alien hitboxes would go against that Idea.
Comments
Oh and NO there are not differentiated hitboxes. A successful hit does the same damage every time.
A. It added an element of excess, unnecessary complexity
B. It makes cheating much more beneficial (headshots)
C. It would feel odd to have hitboxes for Marines, but not aliens. And because marines arent skill based, implementing alien hitboxes would go against that Idea.
any questions?
So about them hitboxes . . .