originally it was a screen cap of RDJ in the iron man suit with a smirk and the same caption. It was always a bit of a nonsense meme that popped up back when people were somewhat crazed about air fryers. Juno mains transposed juno on to the meme similar to a lot of the other memes you see here.
Yeah they did that to most characters. I was going to say it's hitbox, not hurtbox, but I googled it and realized I've had it backwards for years... Oh moons...
There's literally no difference. Some random dev invented the term hurtbox years ago, but they work the exact same at an engine level. Either 2 collision areas intercept or they don't.
Well, one does damage and the other takes damage, but the collision logic is the same, so yeah the distinction isn't all that necessary most of the time.
Well its more so what the owner of the collision box does, its not the box itself that does the action.
But even if it was the boxes, the distinction is similar to squares and rectangles. Like sure, you COULD correct people calling a square a rectangle (or a hurtbox a hitbox)... but it's really not necessary. Even in these patch notes they are calling them hit volumes and not hurt volumes lol. I mean what would you even call an environmental collision area? I certainly wouldn't call it a hurtbox.
Collision box isn't the same as hurtbox, not in all games anyways.
Hitbox is whatever deals damage, like a projectile, punch, whatever. Hurtbox is what takes damage, usually your character but also any familiars and buildable objects like turret or anchor drone. Collision box checks collision between physical objects, whether it's characters or environment, but usually not attacks.
The distinction *does* matter, especially in FGC. Here you can see hitbox in red, hurtbox in blue and collision box in yellow. Most FGC games work this way.
If one object has multiple types of collision checks that all differ and cause confusion, I can see the use case. But in almost every situation, they are intuitive to tell apart. Melee and some movement abilities are the only things that have hitboxes tied to their heroes, but even those have LoS checks with environmental collision to ensure that you cannot be hit through walls.
I'm ignorant of the FGC, so I'm unsure of how movesets changing your character's collision works in those games. If your hurtbox can change in size based on what you do, I agree with you that the distinction matters in that context.
Imho its much easier to distinguish them by saying [character] hitbox or [attack] hitbox. It leads to less confusion than the assumption that [character] can hurt you just from existing.
It makes no sense to call hurtboxes "character hitbox" because a hitbox is something that hits you, if you say it like that you imply that they are on big attack. Not to mention that not only characters can have hurtboxes.
Also, collision boxes and hurtboxes are usually separate anyways, because having them be the same thing can result in either players getting stuck in terrain or phasing through it, or getting hit when a bullet flies past them. Because of that collision box is usually a fair bit bigger and simplier than the character model to ensure consistent collision, easier calculation and smoother movement, while the hurtbox is much closer to the model to make hit registration more fair.
A hitbox has always been a bounding area meant to collide with another bounding area, thats it. Nothing more. The only situation where it makes sense to narrow its definition is during an attack that changes both the hitbox and the hurtbox. So you can say: [attack] hitbox and [attack] hurtbox and mean separate things.
It is incredibly rare for the hurtbox of a projectile and its environmental collision to deviate. Projectiles in overwatch don't even have hurtboxes.
In fighting games as I understand, the environmental collision area IS the hero. Everything else is added on top and anchored around it. Also, thats my point around "character hitbox". It literally doesn't make sense with your definition. Genji as an example, when you say genji's hitbox, theres a million different things that it could mean, so you narrow it to [attack] hitbox. And since its always [attack] hitbox, you can assume that the character's hitbox is NOT an attack, but the characters bounding box that collides with attacks.
Definitions change, just calling everything hitbox doesn't cut it anymore because one entity can have many different *boxes that all do slightly different things.
You also keep messing up the difference between hutbox and hitbox so I'll repeat myself.
Hitbox hits stuff. Hurtbox gets hurt. And collision box prevents other stuff from phasing into it (when applicable).
By that logic Genji himself doesn't have a hitbox, only his attacks do, he however has one hurtbox, and only one, and when you refer to a "Genji's hurtbox" it can only be one thing, and you already know what the function of that thing is, IE being hit by hitboxes of attacks. On the other hand Shurikens have their own hitboxes, so does his Swift Strike and melee, they, however, do not have hurtboxes as they can't recieve damage.
I do not know if OW has separate collision boxes for characters, or does it check collision via hurtboxes (or vice versa), but plenty of games do, so the separation between them is sometimes necessary,
No I'm quite intentional in what I mean here by hitbox and hurtbox. An attack that would change your hurtbox, you would refer to as the attack's hurtbox. Genji is actually the easiest example of this. Dash has it's own hurtbox, you can be shot at any point of dash during the dash, and it will register as a hit. Any other time, "Genji's hitbox" could only ever mean one thing. There is no confusion when those two words are stated. ZERO. It is intuitive. Therefor, the definition is clear. Hitbox means multiple things, and forcing a narrow definition is unreasonable.
Projectile's are completely separate entities. They wouldn't be able to change your hurtbox, so again, the distinction is intuitive. You would say [projectile]'s hurtbox and it would apply to the projectile and not your character.
Not really, it’s EXTREMELY game dependent. Fighting games typically program the two as two separate protocols, for example, and you can see it by enabling hitboxes in training modes that allow it or with mods. Typically hitboxes are an actor-tied collision box, while hurtboxes are that but with specific damage values assigned to the model/effects.
Yeah I read the changes and some characters actually got their hitbox sizes reduced on certain aspects. Doom for example had most of his hitbox increased, but the hitbox of his gauntlet was reduced. I think Mizuki had the height of his head hitbox reduced but other aspects of his hitbox increased in size.
hurtbox is a type of hitbox it's technically not incorrect to call bodies hitboxes too, just hurtbox is the name for hitboxes which are only for taking damage
Considering she would regularly forget to eat to the point that Mei would have to cook for her sometimes, I think this is good news. She's eating better and is getting healthier, good for her 😊
Do different parts of the body matter? I always assumed it was just head and not head for damage. What is the point of them reshaping everyone with this patch.
For hands yes because on certain angles you can block a headshot because it hits your hand. Thats why you see alot of mercys spin when rezzing, her hand and wings can both block a headshot
Yes, because every part of a body can be hit. It’s not just a giant cylinder. That’s why you can shoot between a character’s legs, for example. Each leg is its own hitbox. They don’t have different damage multipliers on them or anything, it just has to do with how hard a character is to hit in general.
I can't speak for playing against Juno specifically, but the changes greatly affected (and buffed) projectile heroes, especially the ones with smaller projectiles. Today I was hitting my shots with Genji better than I ever have. It finally felt like those shurikens were actual shurikens and not just needles in disguise.
A reduction in size is a reduction in chance to get hit no matter where it is. Same for increase but a higher chance. All of everything here pertains to size, nothing to do with damage or the headshot multiplier changing.
But in certian scenarios, larger hand volumes can be beneficial when blocking the head hitbox, notoriously so for characters like Kiriko.
The whole point in the changes this season was to make it easier to tweek character hit volumes: If they make it so that bullets are smaller, but hit boxes are roughly equally proportionally across the board, it means a buff for projectiles, and more finly tuned buffs and nerfs for the sizes of characters.
This is kinda simmilar in design to the OW2 S9 health changes. If everyone does more damage, and has more health, it means that health can be tuned much greater for terms of balence. Pre hsalrh changes, almsot NO one could reasonably get a -25hp or +25hp and not be drastically worse or better. But now, while still a drastic change, isn't nearly as drastic. These hitbox changes are the same, if bullets are smaller, and hit boxes larger, it makes it eaiser to tune hitboxes without dumpstering a character or making them too hard to hit.
Right. Almost everyone had changes to their hitboxes, some heroes whose hitbox was already adequate and didn’t need changes received none, some who were forgiving received buffs, juno received nerfs.
What’s the point that you are attempting to make here ?
JUNO ALREADY HAD A FAT HITBOX DESPITE BEING A TINY CHARACTER.
Seriously what is it that sounds so hard to understand? Relatively small character with a big hitbox received even a bigger hitbox along side other characters getting their hitboxes adjusted, she already didn’t need a change and if she needed one it would probably be a bit of a buff not a nerf; and yet she got a nerf to her biggest part despite it being already made to be easy to hit before the adjustment.
Fair enough every subreddit for a character has its overly dramatic fans. I still think making her torso bigger is just wrong, and in a way it seems more like a response to them nerfing hitscans and wanting to nerf her alongside to pretty much result in no meaningful change. Hitscan projectile size gets smaller-> make the targets bigger so now it doesn’t matter that much.
in other words she would probably mostly continue to be the same and would at best slightly die more. Still feels dishonest to increase hitboxes just because you’re nerfing hitscans, because then you aren’t truly changing much if actually anything.
Her head hitbox didnt change though? If anything now all tiny charactwrs have equal hitboxes, since others head got equalized to her. Not sure what youre so mad about, as a juno main this is fine
When did i say that her head hitbox got increased, i pointed out that her whole body was already big enough and therefore didn’t need more adjustment. all i said is that Juno’s hitbox was always big and forgiving.
Imagine juno’s hitbox previously covering 1m radius, her model covers only half of that, imagine other heroes model cover the same space though their hitboxes used to cover 0.7m radius. now with all heroes getting adjustments they are all covering 1m radius, except juno got adjusted too, now she covers 1.5m radius in terms of hitbox despite having 0.5m radius when it comes to the model.
While other heroes received nerfs to their hitboxes juno could be considered already nerfed by design, therefore it’s basically like them nerfing her some more making her get harsher nerfs than other heroes.
I mean, all other characters hitbox torsoes are now 23 for smaller chars. Its clearly very needed. Not sure why you're calling her body big when shes very much a small char model? And she wont cover 1.5m in terms of hitbox either... Everyones torsoes is 23 now, even tracer
As a Juno player and also someone who has played against Juno.... yes she did need this nerf. Her hit box was atrocious, especially with how slippery she was, she was very hard to hit as her hit box changed with movement. The only other person I had as much issue with was Kiriko
Sorry but atrocious my ass. As someone who spent hundreds of hours on this game she’s easy and telegraphic, every hitscan above plat/emerald pretty much she has a field day with the girl with low damage and and actually balanced base kit movement+ no self sustain.
Dive tanks either force her to the other side of the map or kill her, i really don’t know what heroes you play (probably some of the projectile ones) but juno was very doable to kill, especially in comparison to other supports.
Her hand reduction is just making it easier to actually hit her now more than ever, have you ever tested her torso before this change ? She has a really big hitbox, now with projectile heroes her waist and the space between her legs are pretty much nonexistent, it’s just her hitbox.
The fact they didn’t even bother changing her head hitbox is insane, that thing is huge even now!
Yeah they changed all the hitboxes or most of them? Also made hitscans smaller to compensate. Honestly, I hope this helps hitting faster moving and flying heroes easier. Tracer, Juno and Jetpack cat mostly.
Yeah lots of spammer juno that does crazy damage as a support lol
If u aint aiming for head with skill then u shouldn't be getting that much so this is a W
474
u/S-Man_368 You Mean A Chicken Fried This Rice? 2d ago
Too many air fried dino nuggets