Just wanted to point out that the headshot hitbox is not even close, at least for the musket it isn’t. I kept missing shots, yes I know I am bad, but I thought to myself why don’t I ask a buddy to run around and let me practice shooting at him. We did this and here is what we found…
When your target is facing you, you can shoot them quite far off of their left shoulder and still hit a headshot on them, but over their right should you have to be on their head to hit a headshot.
Pretty crazy to me that they hitboxes are this far off. I tested against several other players and had the same results. So if you’ve been missing some shots, just shoot the air next to their head when they are running at you and you’ll be golden.
Yep that is what I found, too. When he was farther away from me it wasn’t as apparent. Kinda turns me off of the musket though, with a weapon that really relies on headshots to do lots of dmg in pvp, I would like it to have something consistent to shoot at you know?
yea actual cross hair skews away from the left to the center the farther you are from the enemy. i.e. close shoot you must aim to the right of the target
This is the case if I want to apply debuff of sorts.
I do try to aim for headshots, as there’s a talent tree specifically made for making continuous headshots. The dps difference of doing body shot or headshot is just too great.
It’s become quite common that the hitboxes are “padded”, meaning it allows quite some room to consider it a hit or headshot. Overwatch hitboxes per example comes to mind as notoriously poorly made.
It’s a question on how “difficult” you want the weapon to be. If the hitboxes are smaller, it’s harder to hit. Though I have to say, I think it should be smaller. Meaning you have to master the weapon and become proficient at it, rewarding diligence and practise
This is easier said than done.
Becomes way harder, when you get few frames p/second at highly crowded areas.
Imagine this now with people who can roll, run, jump and dodge within a 3d vector.
Though my biggest issue is the inconsistency of PvE mob movements. Even players are more predictable, than in some extreme cases of clipping etc.
i think the missed shot when you shoot from within the mob is a bigger issue, if the mob gets too close and you shoot it and the front of the gun is inside the skin, say an alligator your hit misses.
like for real, you shove a musket down its throat and its considered a missed target…
why aren’t we fixing and discussing this aspect rather than the crosshair that’s actually predictable?