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	<id>https://sc6w3y7e49.holdfastgame.com/index.php?action=history&amp;feed=atom&amp;title=Hitbox</id>
	<title>Hitbox - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://sc6w3y7e49.holdfastgame.com/index.php?action=history&amp;feed=atom&amp;title=Hitbox"/>
	<link rel="alternate" type="text/html" href="https://sc6w3y7e49.holdfastgame.com/index.php?title=Hitbox&amp;action=history"/>
	<updated>2026-08-04T02:32:27Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://sc6w3y7e49.holdfastgame.com/index.php?title=Hitbox&amp;diff=2449&amp;oldid=prev</id>
		<title>Xarkanoth at 17:00, 7 July 2026</title>
		<link rel="alternate" type="text/html" href="https://sc6w3y7e49.holdfastgame.com/index.php?title=Hitbox&amp;diff=2449&amp;oldid=prev"/>
		<updated>2026-07-07T17:00:41Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:00, 7 July 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l71&quot;&gt;Line 71:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 71:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|title=Combat Impact&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|title=Combat Impact&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|content=&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|content=&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Hitbox behavior matters most when the target is moving, crouched, partly behind cover, or fighting at close range.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Hitbox behavior matters most when the target is moving, crouched, partly behind cover, or fighting at close range. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For combat mechanics that affect hit results, see [[&lt;/ins&gt;Shooting&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]]&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Melee]]&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[&lt;/ins&gt;Horseback Riding&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]]&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{Card_grid|content=&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{Card|title=Shooting Mechanics|link=Shooting|image=&lt;/del&gt;Shooting&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-Mechanics.webp|description=Weapon spread&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;projectile travel, accuracy&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;firing habits matter as much as where the target appears visually.}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{Card|title=Melee Combat|link=Melee|image=Melee-Combat.webp|description=Directional blocks and attack timing decide melee outcomes more than clipping a visible arm or weapon.}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{Card|title=Horseback Riding|link=Horseback Riding|image=&lt;/del&gt;Horseback&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-&lt;/del&gt;Riding.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;webp|description=Mounted targets add horse movement, trampling, speed, and rider position to the hit-detection picture.}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;For firearms:&amp;#039;&amp;#039;&amp;#039; center-mass shots are the most reliable. Muskets and pistols have enough spread that aiming at the edge of a model is rarely worth it. Rifles and carbines reward more precise aim, but the same basic target priority still applies.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;For firearms:&amp;#039;&amp;#039;&amp;#039; center-mass shots are the most reliable. Muskets and pistols have enough spread that aiming at the edge of a model is rarely worth it. Rifles and carbines reward more precise aim, but the same basic target priority still applies.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Xarkanoth</name></author>
	</entry>
	<entry>
		<id>https://sc6w3y7e49.holdfastgame.com/index.php?title=Hitbox&amp;diff=2427&amp;oldid=prev</id>
		<title>Xarkanoth: Created page with &quot;&lt;div class=&quot;hf-relpage hf-hitbox-page hf-directory-page&quot;&gt; {{Release_page_header|title=Hitbox}} &lt;div class=&quot;hf-relpage-body&quot;&gt; {{Release_TOC|content= &lt;div class=&quot;hf-toc-category&quot;&gt;On this page&lt;/div&gt; &lt;div&gt;Overview&lt;/div&gt; &lt;div&gt;Known Shape&lt;/div&gt; &lt;div&gt;Stances &amp; Animations&lt;/div&gt; &lt;div&gt;Combat Impact&lt;/div&gt; &lt;div&gt;Practical Advice&lt;/div&gt; &lt;div&gt;Recent Changes&lt;/div&gt; }} &lt;div class=&quot;hf-relpage-c...&quot;</title>
		<link rel="alternate" type="text/html" href="https://sc6w3y7e49.holdfastgame.com/index.php?title=Hitbox&amp;diff=2427&amp;oldid=prev"/>
		<updated>2026-07-07T13:16:16Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;div class=&amp;quot;hf-relpage hf-hitbox-page hf-directory-page&amp;quot;&amp;gt; {{Release_page_header|title=Hitbox}} &amp;lt;div class=&amp;quot;hf-relpage-body&amp;quot;&amp;gt; {{Release_TOC|content= &amp;lt;div class=&amp;quot;hf-toc-category&amp;quot;&amp;gt;On this page&amp;lt;/div&amp;gt; &amp;lt;div&amp;gt;&lt;a href=&quot;#overview&quot;&gt;Overview&lt;/a&gt;&amp;lt;/div&amp;gt; &amp;lt;div&amp;gt;&lt;a href=&quot;#known-shape&quot;&gt;Known Shape&lt;/a&gt;&amp;lt;/div&amp;gt; &amp;lt;div&amp;gt;&lt;a href=&quot;#stances&quot;&gt;Stances &amp;amp; Animations&lt;/a&gt;&amp;lt;/div&amp;gt; &amp;lt;div&amp;gt;&lt;a href=&quot;#combat&quot;&gt;Combat Impact&lt;/a&gt;&amp;lt;/div&amp;gt; &amp;lt;div&amp;gt;&lt;a href=&quot;#practical-advice&quot;&gt;Practical Advice&lt;/a&gt;&amp;lt;/div&amp;gt; &amp;lt;div&amp;gt;&lt;a href=&quot;#recent-changes&quot;&gt;Recent Changes&lt;/a&gt;&amp;lt;/div&amp;gt; }} &amp;lt;div class=&amp;quot;hf-relpage-c...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;div class=&amp;quot;hf-relpage hf-hitbox-page hf-directory-page&amp;quot;&amp;gt;&lt;br /&gt;
{{Release_page_header|title=Hitbox}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;hf-relpage-body&amp;quot;&amp;gt;&lt;br /&gt;
{{Release_TOC|content=&lt;br /&gt;
&amp;lt;div class=&amp;quot;hf-toc-category&amp;quot;&amp;gt;On this page&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#overview|Overview]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#known-shape|Known Shape]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#stances|Stances &amp;amp; Animations]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#combat|Combat Impact]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#practical-advice|Practical Advice]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;[[#recent-changes|Recent Changes]]&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;hf-relpage-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Release_section&lt;br /&gt;
|id=overview&lt;br /&gt;
|title=Overview&lt;br /&gt;
|content=&lt;br /&gt;
&amp;lt;div class=&amp;quot;hf-directory-hero&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;hf-directory-kicker&amp;quot;&amp;gt;Combat reference&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;hf-directory-title&amp;quot;&amp;gt;The hitbox is simpler than the soldier model you see on screen.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;hf-directory-text&amp;quot;&amp;gt;Holdfast does not use a perfect limb-by-limb hit shape for every pose. For normal player combat, think of the target as a simple body collider that follows the player stance and position, with weapon spread, movement, latency, and timing deciding the rest.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;hf-directory-facts&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;hf-directory-fact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Best mental model&amp;lt;/span&amp;gt;A simple capsule or box-style body collider.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;hf-directory-fact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Animations&amp;lt;/span&amp;gt;Weapon and body animations do not reshape the hitbox by themselves.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;hf-directory-fact&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Stances&amp;lt;/span&amp;gt;Crouching, and likely sitting, change the character&amp;#039;s stance and therefore the space they occupy.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This page is about player hit detection in normal combat. Horses, ships, artillery, buildables, and world objects use their own collision rules.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Release_section&lt;br /&gt;
|id=known-shape&lt;br /&gt;
|title=Known Shape&lt;br /&gt;
|content=&lt;br /&gt;
The player hitbox is best understood as a simple body collider rather than a detailed outline of the uniform, arms, weapon, backpack, or headgear. In practice, this means:&lt;br /&gt;
&lt;br /&gt;
* A tall hat, plume, weapon, or flapping coat should not be treated as a guaranteed hit area.&lt;br /&gt;
* The safest target is the center mass of the body, especially with muskets and pistols.&lt;br /&gt;
* Close misses around limbs, weapons, and decorative clothing can look strange because the visual model is more detailed than the collider.&lt;br /&gt;
* A shot that appears close on your screen may still miss because of weapon spread, projectile travel, movement, and server timing.&lt;br /&gt;
&lt;br /&gt;
There is no official in-game hitbox overlay, so this page describes the useful player-facing behavior rather than a pixel-perfect diagram.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Release_section&lt;br /&gt;
|id=stances&lt;br /&gt;
|title=Stances &amp;amp; Animations&lt;br /&gt;
|content=&lt;br /&gt;
Animations and stances are easy to confuse. The important distinction is that a combat animation is not the same thing as a new hitbox shape.&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable hf-guide-table&amp;quot;&lt;br /&gt;
! Situation !! What It Means&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} &amp;#039;&amp;#039;&amp;#039;Running, reloading, aiming, or swinging&amp;#039;&amp;#039;&amp;#039; {{!}}{{!}} The animation changes how the soldier looks, but it does not create a custom hit shape for every moving limb.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} &amp;#039;&amp;#039;&amp;#039;Crouching&amp;#039;&amp;#039;&amp;#039; {{!}}{{!}} Crouching changes the player&amp;#039;s stance and lowers the space the player occupies.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} &amp;#039;&amp;#039;&amp;#039;Sitting&amp;#039;&amp;#039;&amp;#039; {{!}}{{!}} Sitting should be treated similarly to crouching: the visible stance changes, so the practical target changes too.&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} &amp;#039;&amp;#039;&amp;#039;Gestures and roleplay animations&amp;#039;&amp;#039;&amp;#039; {{!}}{{!}} Do not rely on decorative animation movement as cover. Aim for the main body position.&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
If a player leans visually through motion, turns during a swing, or performs an emote, aim at the body mass rather than chasing the weapon, arms, or cloth.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Release_section&lt;br /&gt;
|id=combat&lt;br /&gt;
|title=Combat Impact&lt;br /&gt;
|content=&lt;br /&gt;
Hitbox behavior matters most when the target is moving, crouched, partly behind cover, or fighting at close range.&lt;br /&gt;
&lt;br /&gt;
{{Card_grid|content=&lt;br /&gt;
{{Card|title=Shooting Mechanics|link=Shooting|image=Shooting-Mechanics.webp|description=Weapon spread, projectile travel, accuracy, and firing habits matter as much as where the target appears visually.}}&lt;br /&gt;
{{Card|title=Melee Combat|link=Melee|image=Melee-Combat.webp|description=Directional blocks and attack timing decide melee outcomes more than clipping a visible arm or weapon.}}&lt;br /&gt;
{{Card|title=Horseback Riding|link=Horseback Riding|image=Horseback-Riding.webp|description=Mounted targets add horse movement, trampling, speed, and rider position to the hit-detection picture.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;For firearms:&amp;#039;&amp;#039;&amp;#039; center-mass shots are the most reliable. Muskets and pistols have enough spread that aiming at the edge of a model is rarely worth it. Rifles and carbines reward more precise aim, but the same basic target priority still applies.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;For melee:&amp;#039;&amp;#039;&amp;#039; block direction, release timing, reach, and player position are more important than the exact visual path of the blade or bayonet. If a strike looks like it barely clipped someone, the server is resolving the attack from the combat state, not from every animated point on the weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Release_section&lt;br /&gt;
|id=practical-advice&lt;br /&gt;
|title=Practical Advice&lt;br /&gt;
|content=&lt;br /&gt;
Use these habits when a shot or swing feels confusing:&lt;br /&gt;
&lt;br /&gt;
* Aim for the torso unless you have a clear, close, controlled shot.&lt;br /&gt;
* Do not aim at hats, weapons, loose clothing, or the outer edge of an animation.&lt;br /&gt;
* Against crouched players, lower your aim to match the body, not the standing head height.&lt;br /&gt;
* When fighting through fences, windows, palisades, ship rails, or rocks, assume the world collision may matter as much as the target.&lt;br /&gt;
* If you are missing a moving player, lead less by the visible limb position and more by the player&amp;#039;s center path.&lt;br /&gt;
* In melee, keep your crosshair and movement focused on the opponent&amp;#039;s body rather than the weapon trail.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Release_section&lt;br /&gt;
|id=recent-changes&lt;br /&gt;
|title=Recent Changes&lt;br /&gt;
|content=&lt;br /&gt;
Relevant combat and collision changes:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;0.40:&amp;#039;&amp;#039;&amp;#039; Crouched strikes remained in hold position longer, making crouched melee timing more readable.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;1.x:&amp;#039;&amp;#039;&amp;#039; Horse collision and horse hitbox adjustments improved mounted interaction reliability.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;4.00:&amp;#039;&amp;#039;&amp;#039; Age of Sail-era player animation and networking improvements made the visible character line up more closely with the live hit area than older builds.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;5.x:&amp;#039;&amp;#039;&amp;#039; Weapon balance, projectile readability, melee timing fixes, and controller indicators improved how combat feedback feels, even though the basic player hitbox remains a simple body collider.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xarkanoth</name></author>
	</entry>
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