Body blocking Physics + Hand Grenade Hit Box

Since we added fall damage in the new-build update of IA for the sake of physics, I think we should add a new BB physics.

Idea:
Body blocking not only completely stops a capper/ moving person, there will be a penalty of being knocked back.

Of course, class size/weight will affect how much knock-back will be inflicted:
Lights will have the most knock-back
Mediums will have a manage-able knock-back.
Heavies will have little to no knock-back.

Before you disagree,
We had many physics updates in this game, such as grenade distance, fall damage, and OD.
Why not put in this one?

"OOHHHHH WAITT. THAT MAKES O VERY POWERFUL"

Not so much, because the old physics of blocking a capper apply, now new physics apply to the Body Blockers.

On the topic of Hand Grenades:
The hit box of it should be lowered for the love of OP-ness.
This is the new version of the old RLS now.
 
What about collision damage, like you get when trying to obstruct a capper?
Regarding Gheist's link, Tl;dr, I'm on my iPod.

Edit: I read it now.
 
BB physics have been discussed on already a lot and they won't be made any more realistic for 2 reasons:
-It wouldn't do any good to the gameplay/balance
-It's impossible EDIT: really hard (cos everything is possible ;p)

@Grenade hitbox... if I'm not mistaken the pineapple hitbox is the same as the GL projectile hitbox. Also, I think that making the pineapple hitbox smaller won't help much when the rocket hitbox is so big, but other than that I don't see why shouldn't we at least test this idea sometime.
 
Testing is the way forward [Woohoo!]. Does hitbox mean the size of a projectile, or the radius of the splash?
 
hitbox mean the size of a projectile, models don't work without hit boxes you, can't shoot them without it
imagine you have a player model with only legs hitboxes that means you can only shoot them at their legs if you shoot them in other place
the projectile just pass threw them
 
Back
Top