#Adjusting Locker pen on Killhouses

1 messages · Page 1 of 1 (latest)

tough harness
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From what myself and @clever aspen saw, the lockers should be penetrable by medium pen weapons also, as long as they are shot head-on, avoiding the sides of each individual lockers. Back-to-back lockers are unpenetrable though. I can't be certain this is true until I actually go test it in-game though.
I do generally agree though that there is too much stuff that blocks wallbangs for medium pen weapons.

However, I think the primary issue with Killhouses is that they gen with too many rooms, and a lot of those rooms are very ratty and difficult to clear properly with flashes.

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Perhaps one of the devs could post a screenshot of the lockers hitboxes to show what it looks like

ancient harbor
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lockers is a pretty unique room and I think changing it would make kh feel even more bland tbh

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I agree with roach the issue is often too many rooms/chokepoints, the few kh's that arent a deathtrap for atk have wall charges that can cut out a lot of the room clearing

tough harness
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Another issue that would happen if lockers were reduced from thick to thin is the high pen weapons would now deal full damage through them

ancient harbor
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I don't think it'd need to be toned down much but -1/2 rooms would be kinda nice

tough harness
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Door placement might also factor into this. Sometimes doors are placed in such a way that flashing into the main part of a room is next to impossible

ancient harbor
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another note, with shotguns being nerfed kh has actually been a lot more fun recently

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on both atk and def

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I'd kinda wanna see how the win rate changes before changes are made

tough harness
tough harness
rain tiger
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I do not change my map making style for killhouses, I do the same for cstore and bank but both are fine in comparison

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I believe personally it is to do with that all guns can wallbang and defenders have DAWN and Naks

jovial terrace
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me when i get one of the demon killhouses and im forced to green out

tough harness
# rain tiger I do not change my map making style for killhouses, I do the same for cstore and...

The rooms on cstore and bank are much more open compared to many of the rooms in killhouse.
Office, kitchen, crates, lockers, etc are all often packed with floor to ceiling dividers and tons of cover.

And ye, these tilesets are all supposed to be unique, I don't think anyone wants cstore, bank and killhouse playing the same way. Wallbangs are a major part of killhouse's identity and mapping should be done with that in mind

rain tiger
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Oh it done with wallbangs in mind, it mean more like I dont place more chokeholds than normal or place harder doors, I think rooms size as well they are pretty much the same/some what larger than c-store

feral shell
rain tiger
rain tiger
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reception is a massive green room that doesn't really add anything, to correctly look at a killhouse size you need to imagine reception being a smaller green like loading or checkpoint

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The rooms size and killhouse in general is as small as you can really get before it starts to become much worse for gameplay

tough harness
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All the wallbangs you've listed as purple there are through thin walls. That is also a very very small map, which afaik has not been removed because it's a bot map.
Something between this and the current very large killhouses would be ideal

tough harness
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Fair, the nack wallbangs from lockers to the southern red is very strong. Though, I'm pretty sure you can shoot back with aps / blks, and if that red wasn't such a funnel it would be much less of an issue

ancient harbor
rain tiger
ancient harbor
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not every map is like that

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it's not a thing to apply everywhere

tough harness
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I also think this map isn't useful to use as an example as it's an old GEC map that can't be removed due to the training maps

ancient harbor
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but often times atk is forced to clear the entire kh just to have a shot at entering the bomb room

tough harness
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The office red is close to bomb, but taking from there gives very little map control without a split through hall or something

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At which point you may as well just green it

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That office is also insanely ratty, with wallbangs from site and hall, and the 2 mini rooms

tough harness
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I've rarely seen attack win on this peeposhrug

tough harness
rain tiger
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Two things about this map:

  1. Gen was quite nice with this and at the end of the day the gen is master and so we must all bow to it
  2. The only reason this map feels like a good central map is because the red door north is the thing scurried away, this basically give ATK 2 option either backstage or green you rarely see anyone go office due to it being so far away. This basically means that the ATK is at a sevear disadvantage
ancient harbor
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however because atk has a viable green, multiple wall charges, and a decent red it doesn't end up def sided

tough harness
ancient harbor
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map gen is fair and I get that tho

ancient harbor
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that's kinda what kh is all about

tough harness
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I think this is a good sized killhouse, maybe a little small but I feel it plays well. Attackers aren't running out of flashes early but there is still a lot defenders can do.
I think if the green and eastern red door were swapped it'd feel a bit bigger

jovial terrace
tough harness
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I think this map is a little on the large side but I think it plays well

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That's fair, the lockers is rough to deal with there. I was referring to the size of the map being nicer, though similarly to that other map earlier it feels smaller due to the east side going mostly unused

tough harness
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Oh wait the bit in the bottom is just some office desks not a mini-room

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The dividers and mini-rooms make it significantly easier to dodge flashes, making attacker pushes much much harder

jovial terrace
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bitch

tough harness
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This map feels like a good size, but the office, lockers and crates are too hard to flash into properly

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I'm pretty sure you can shoot back, but I haven't had the chance to try

jovial terrace
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no...

tough harness
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Maybe removing the penetration value on the locker sides, and only having it on the backs of the lockers, would help attackers shoot back

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Changing them to thin does nothing unfortunately, because now the nack/dawn do full damage whilst the med pen weapons are doing half damage

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And also just removes the point of having lockers

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I really want to test medium pen shooting through lockers in-game

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Like it should pen

jovial terrace
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i dont think it should

tough harness
jovial terrace
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just take saber and wallbang them back

tough harness
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Well the high pen weapons are doing half through lockers, medium pen weapons should actually be better penning lockers, as long as you're shooting dead on

jovial terrace
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lockers are supposed to be very thick no

tough harness
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From what I saw they're thick

jovial terrace
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do you have to add the wall onto that

tough harness
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Ye, it'd bring the thickness from 5 to 7

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medium pen weapons have 10 pen energy

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High pen can shoot through two of the locker panels as that would bring the thickness to 12, including the thin wall

jovial terrace
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i think ap pen is low now

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maybe can still do half damage with blk tar but never tried

tough harness
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That'd be great to know if so

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Because it would also mean it's doing half damage through thin walls and can't headshot

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Actually we can check that in the training range lol

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I could also check the locker wallbangs on the bot maps

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Ye ap is medium pen unless the thick glass in the training range is also bugged

rain tiger
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Okay data I have, AP is 10 Pen the lockers tho are not one big hitbox so you are technically going through 2 thick hitboxes and so dealing no damage

tough harness
rain tiger
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feint lines

rain tiger
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both are thick

tough harness
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Like the door side is set to none

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Does backstage have different lockers?

rain tiger
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They use the same locker just textured differently

tough harness
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Because I went through them with @clever aspen and I distinctly remember the door side hitbox being set to none

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Might be misremembering tho

rain tiger
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I am looking directly at the hitboxes both say thick

tough harness
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Alright interesting, Idk what I'm remembering then

tough harness
# rain tiger feint lines

Bro idk wtf I'm remembering because I remember each individual locker having walls also, not just one big box

rain tiger
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its not one big box

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those are two hit boxes selected

tough harness
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Ah right, are there hitboxes inside it too then, for the walls of each individual locker?

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Thanks for clarifying that the lockers are double thick 🫡 Really good to know

rain tiger
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really is

tough harness
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Yess, very important because it means we were right they are essentially very thick.
That's why I was so sure, I remember distinctly having my mind blown learning that the front side of lockers is set to none 🥴

signal pawn
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gib attackers high pen gun smooch

fossil lake
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dawn on attack 😍

rain tiger
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well DAWN did used to be an atk gun

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we swapped it over as we thought it might make more sense

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but a NAK type gun could be quite cool on ATK

fossil lake
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blk tar ap rounds when

signal pawn
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True.... When.

feral shell
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might be floating in the files somewhere still tbh

tough harness
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Now that we're certain of the hitboxes of the lockers, going back to the original suggestion, lowering the pen value / thickness of the lockers from thick > thin could be viable to allow attackers to shoot back.

I'll only look at the front and back hitboxes of the lockers, which are both thick. There may be some inconsistency in practice due to any other hitboxes in the lockers.

If you were to change both to thin, it would mean the thickness would be 4, +2 from the thin wall, totalling 6. This would mean both med and high pen would be doing half damage through locker walls.
It would, however, mean med and high pen weapons would also be able to pen the back-to-back lockers you see used as dividers in the locker rooms.

An alternative would be to make only the front hitbox thin, keeping the back hitbox thick. This would make the back-to-back lockers 2x thick and 2x thin hitboxes, totalling to 14 thickness, allowing only high pen weapons to go through.
Meanwhile, the wall lockers would be 1x thick and 2x thin, including the wall, totalling 9 thickness, meaning med pen weapons would still be able to pen them.

rain tiger
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I think you are over thinking it, best way of fixing this is make all the lockers hitboxes have no thickness and have a new large hitbox go all over and be thick, meaning that both are pen able including lockers and walls

tough harness
tough harness
rain tiger
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I think GEC avoided it due to how lockers used to explode and there used to be destruction on them

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Basically left over hitboxes from alpha

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these lockers are old as fuck

tough harness
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I meant in general, every object has precise hitboxes, many seemingly unnecessarily

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Like the arcade machines on cstore peepogiggle

rain tiger
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Yes which again have been in since alpha and I doubt anyone would change them since then

tough harness
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Ahhhh, I see. So they would destruct and their separate hitboxes would fall away individually?

rain tiger
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If you look at bank hitboxes a lot are just larrge blockers and more simple shapes hitboxwise

tough harness
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Ohhh, interesting

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We didn't get around to looking at bank

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That's good to know

rain tiger
tough harness
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Makes more sense now why the hitboxes are so, seemingly unnecessarily, complex

rain tiger
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Physics was another thing

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many things had to have lots of hitboxes so when exploded it would create realistic destruciton

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but now due to how it works all you need is one hitbox

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The whole hitbox system is very CSable

tough harness
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I seeee, huh

rain tiger
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possible could go over everything and make hitboxes a bit more consistant

tough harness
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That would be an awesome update, to make thicknesses more consistent. Though generally a pretty small thing except for nerds like me

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🤓 🤜🤛 🤓

rain tiger
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well I mean it would make some thing a bit better, like it would make some fights a bit better like loans desk fights with that PC

tough harness
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That very thick cash register in liquor peepogiggle

ancient harbor