Do you think we’ll ever see a version of the game where our friendly Battleborn and minions are semi-tangible (kind of like in other competitive shooters)? I find it almost a chore to play any character larger than Shane & Oryx, because no matter how much I tell my comrades to give me a little space I still end up dead due to my inability to move through my friends.

Any thoughts?

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As much as I love the game, I feel like this should have been a thing since the Beta (which I didn’t get to play). Not shooting through allies, but moving through allies, as some characters are absolutely massive and get in the way of other players quite a bit. It’s fine for preventing the escape of an enemy but for allies, this shouldn’t be an issue like it is currently.

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I think it’s part of the game and we just have to deal with it.

On a side note my cousin was over at my house so I let him try out the game.

He choose Kleese for a couple of games and we had a huge laugh because he unknowingly trapped his Toby teammate by placing shield generators all behind Toby. We were like “No surrender! No retreat! Fight to the death!”

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I actually like the body blocking, but collision detection needs a bit of work still.

Without it, you could have Orendi hiding inside ISIC or Montana, occasionally peeking out to attack before retreating back inside.

The latest patch was very helpful, just need a bit more.

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Omg thank you!!! This one thing alone really drives me insane.

Body blocking is in the game for lore reasons. Gearbox wanted to ensure that, every so often, a player will shake their fist at the screen and shout “Damn you, Kleese!”

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Without it, you could have Orendi hiding inside ISIC or Montana, occasionally peeking out to attack before retreating back inside.

I agree, which is why I said semi-tangible. Sort of like how Counter-Strike does it, where you can’t go straight through but if you keep pushing forward eventually you’ll get through your boy.

Also yeah, collision detection. It’s gross.

Lost count how many times I died due to teammates blocking my retreat. Just died because of Ambra. Instead of healing me she ran so I had to fight 2 enemies and a ton for bots. I destroy the bots and retreat back only to be blocked by Ambra who decided to turn the corner and stop.

Then there’s the times someone plays Kleese and thinks he’s a front line warrior so the charge ahead blocking 70% of his own team’s shots.

More like a giant floating target with an old man as the bullseye. :stuck_out_tongue:

I got absolutely wrecked by body-blocking earlier today but I still wouldn’t remove it from the game. I would perhaps improve the hitboxes/collision though as there seem to be some issues here or there.

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Personally I think they should remove body blocking between the same team only the enemy should be able to block you.

Why because the map is ridiculous small for such a big characters and if one guy want to troll you, you are dead especially playing with a kleese or Montana behind you.

Yeah it’s sometimes really traumatizing like:

  • Trying to run away from a fight, noticing you are not walking backwards, then you turn around and there is this minion: “I’M HELPING”, and then you die.
  • Or you are healing someone and that person turns around like: “this sheyt just went awol”, and then 5 people are jumping around and running into each other trying to make way for the one guy.
  • Or that guy turns around and the healer is like: “no worries i got you”, 'but i’m almost dead", “no worries”, dead
  • When you as a support try to get to an ally on the other side of the universe and just as you are about to reach him/her, another players blocks you “don’t go there, people are dying”, “i FCKING know”, “ow”, everyone is dead

What is suggest:
Make allies (players, buildings, minion, mercs, stuff from players, etc) no collision detection, instead just add a push force from the middle of the players, pushing aside other players and minions that are in a certain radius. This way you can move through allies, but you are pushed aside when you stand still or keep moving through that player. This prevents hit detection errors. This is similar like how TF2 does it.
I would suggest to even apply this to minor enemies also, as you often ignore them, and there are so many you can get stuck., also reducing being swarmed by little guys.

Imagine trying to retreat in stealth as S&A and NOT BEING ABLE TO GET AROUND THE MINIONS in the small corridors on Coldsnap. For whatever reason I thought I could float right through since I was “invisible”…