For the moment, there are parts of the HBR CT on the back that are considered the front. This means that, in many cases, your back will not take damage right now. So, for right now, it would be a good idea to leave far less armor on your back, and concentrate the vast majority of it to the front for your CT (do not leave zero, things like strikes will still hit back easily)
Pictures from this post on the official site: http://mwomercs.com/forums/topic/179653-hellbringer-hit-boxes-updated/ pretty bad... Getting a fix Monday via Russ Twitter
The upside is that, once I noticed it happening, I started throwing no more than 10 tons of rear armor on...and it survives much better in my MPL build. Just have to be careful to know when your front armor is gonna bite it, since a rear hit will finish you off quickly.
When things like this happen, repeatedly, it is a sign of a team that is pushed to the limits of their time management abilities. They are cranking out things and moving on as fast as humanly possible and it is beginning to show... "Keep the revenue flowing while attempting to meet deadlines for our other deliverable items" This only lasts so long before the house of cards falls in on itself. Hire more staff and take some of the work load off then do it right the first time.
No word on exactly when the patch today is, but this should be fixed soon. That said, the HBR was still doing great even with CT issues, so I'm looking forward to seeing what it can do afterward. Hope I remember to re-allocate my armor properly...
Yeah, that hitbox mapout took me 2 hours to figure out and draw. I kept finding new places on the side torsos that were actually the front CT. I started off laughing, but ending up shaking my head. I'm guessing we're getting the patch Tuesday. I go even more extreme. I only put 3 points of armor in the rear CT and do much better for it. The only thing that does damage to it is an artillery strike. The rear side torsos usually do fine with 7-9 points. This mech will be dynamite once they fix those shameful hitboxes.
I wish I understood 3d-mapping and however the programming behind hitboxes work. I mean, it seems to me you'd have to TRY to make parts of the rear armor or side torsos map to CT damage. I would assume they have a way to group polygons into damage sectors and when one object (laser/missle/ac) hits another object (RT/CT/LT etc) it counts the damage. So how could these random spots be so far off the mark?
That tiny dot is actually the head. Seriously. I had trouble finding it and tried to indicate that the only part that is the head is between the "glass" and the blue dot on the CT. Smallest head of any mech that I know of. Koniving told me the theory is that they attempted to mirror the hitboxes on the front and back, thus the weird extension on the left front side torso looking roughly like the rear. The missile launcher sits on top of where the opposite front right hitbox would be, and takes damage as the side torso. That's the reason for the left torso looking so goofy. The hitbox job was a rush. Russ likely thought he'd do something nice for everyone and released it early, before some of the guys were likely 100% with it. I appreciate the gesture, especially if it's fixed quickly.