New "Mini Slayer" Mode!

Has anyone else checked out this new mode? It is located within the “Team Action Sack” playlist. If you haven’t yet, it is essentially a mode where you are shrunk to a “mini” sized Spartan, and are put into a small map with random weapon drops in order to wreak havoc on the enemy team!

Please participate in my poll, and maybe leave a comment regarding whether it needs improvements or not, ect!

It’s a nice gametype except that the hitboxes don’t work very well…
By that, when my reticule is half over the enemy player with a beam and it still misses (stationary guest, in customs) well then…
Add that if you lunge at range with the sword you’ll come up short…

If they fix the hitboxes it’d be an awesome gametype!

> It’s a nice gametype except that the hitboxes don’t work very well…
> By that, when my reticule is half over the enemy player with a beam and it still misses (stationary guest, in customs) well then…
> Add that if you lunge at range with the sword you’ll come up short…
>
> If they fix the hitboxes it’d be an awesome gametype!

Unfortunately as they use havok physics, the hitbox cannot be fixed at all, its not the game-types fault, but the games engine instead. So, your outta luck on the hitbox part. Also, when lunging with a sword, when you start a lunge, duck right when you get the small spartan, you’ll get your target again. Enjoy.

> > By that, when my reticule is half over the enemy player with a beam and it still misses (stationary guest, in customs) well then…
>
> Unfortunately as they use havok physics, the hitbox cannot be fixed at all, its not the game-types fault, but the games engine instead.

The collision mesh for physics and movement can’t be scaled, but the collision mesh for bullet detection can be (and is) scaled. It’s strange that Rknb117 is seeing inaccuracies with hit detection during local play, though perhaps it may depend on the specific weapon they were using.