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Re-Implement Knockdown

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#41 101011

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Posted 21 April 2014 - 06:03 PM

View PostThomasMarik, on 21 April 2014 - 05:50 PM, said:


It isn't common in TT because you would get punched, kicked, or hatcheted for your trouble. Physical combat and falling over are important parts of the Battletech TT game. That they are missing in MWO makes teh game feel awkward. I want to see them add in this kind of stuff but I want them to take the time to do it right.

I agree that they are key elements and should be implemented, just that they are not as common in TT and thus will not be common in MWO for the same reason.

#42 Ultimax

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Posted 21 April 2014 - 06:04 PM

View PostPraetor Shepard, on 21 April 2014 - 03:27 PM, said:

The devs just have to fine a way to prevent abuse is some manner, but I do like the idea of having collision damage and the possibility of pushing mechs around (not necessarily having them falling over though) right now we quickly lose momentum and then there can be some rubberbanding currently when we do collide.



Immunity lockout timers.

Every halfway decent MMO that has ever had control effects and actually attempted to have a real PvP game developed some sort of immunity lockout period so you couldn't be perma stunned.


The second part is that ramming people should have a risk for the person initiating the ram.


If you're going to take damage, you would probably save this for moments of desperation.

Edited by Ultimatum X, 21 April 2014 - 06:05 PM.


#43 Ardney

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Posted 21 April 2014 - 06:04 PM

Yes bring back knockdowns. Yes work on it the design for it more. CB knockdown wasn't perfect, but it taught people how to DRIVE. If you didn't want to spend a good amount of the match flat on your back, you learned to keep an eye on both friend and foes. Perhaps increasing the amount of damage sustained by both parties would be a decent start to addressing some of the concerns about it. Make it an option, but not anyone's 1st choice.

Edited by Ardney, 21 April 2014 - 06:07 PM.


#44 Mahnmut

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Posted 21 April 2014 - 06:10 PM

They should fix collisions first so that running into another mech will stop you dead in you tracks, not teleport through them after some rubber banding. Once this is working re-implement knock downs but with only a small chance of actually falling down. The larger the size difference and speed should increase the chance but it shouldn't be guaranteed. That way it can't be as easily abused.

On top of that they could add in other interesting mechanics like firing 2 ac20's causing the firing mech to be knocked backwards. A nice way to get rid of ghost heat :)

#45 Zervziel

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Posted 21 April 2014 - 06:17 PM

View PostAresye, on 21 April 2014 - 05:07 PM, said:


Probably why it's surprising. Anyone who hasn't experienced the Dragon Linebacker will never understand just how bad of an idea it would be to reimplement collisions at their former state.


As someone who has experienced collisions and knock down, i found it fun as hell. It added a level of threat to the game that made you keep your eyes open. Lights not only had to avoid facehumping, they also had to keep an eye on other lights, as they'd hunt each other out and tackle them and allow heavier teammates to open fire on them.

Shit I'd be happy to see a tackle assist to go with this.

#46 Asmudius Heng

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Posted 21 April 2014 - 06:23 PM

Knockdowns were a bit overdone IMO but collisions should be in ... ramming the enemy should do some damage to both .... but what i REALLY want to see is slowing down when people collide ... and when you HIT A BUILDING.

I want to see light mechs actually do some real piloting skills and instead of running through an enemy team by hugging feet and skimming off buildings, i want to see them faceplant into a wall take some damage and STOP ... leaving them vulnerable to enemy fire.

Not just lights but all mechs obviously, bring piloting skill back to the fore not just gunnery

#47 Foxfire

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Posted 21 April 2014 - 06:23 PM

View PostUltimatum X, on 21 April 2014 - 06:04 PM, said:



Immunity lockout timers.

Every halfway decent MMO that has ever had control effects and actually attempted to have a real PvP game developed some sort of immunity lockout period so you couldn't be perma stunned.


The second part is that ramming people should have a risk for the person initiating the ram.


If you're going to take damage, you would probably save this for moments of desperation.



There should be no arbitrary knockdown timer.. but knockdown should be damaging for both mechs.. dependent upon the speeds of the mechs and the masses, of course. A mech running at 150 kph running into a mech at Zero should be a bad day for both mechs.

#48 Armored Yokai

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Posted 21 April 2014 - 06:39 PM

Knockdown is very helpful unless you are the one knocked down.

#49 Kassatsu

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Posted 21 April 2014 - 06:44 PM

I can see it now... A lone surviving Atlas overlooking a ridgeline, when off in the distance he spots some movement... One, two... No, three Ravens. Behind them, several Locusts, behind those still, more light mechs than you can shake an AC20 at.

His LRMs rendered useless by the Ravens carrying ECM, he does his best to fire away with his dual large lasers and AC20, scoring only a few grazing hits as they zig-zag through the terrain directly at him. Then, just as he thinks it's all over, it happens. One by one, they all run directly into him at 150-170kph, knocking each one down to the ground, suffering massive damage in the process. "Four down," he thinks, trying to turn around and get a bead on the rest of the group "Way too many to go."

Just as he turns around and lines up a shot, another six impacts from behind sends his Atlas down in a massive face plant, while they then proceed to jump jet on top of him and unload into his helpless rear torso. "What the hell is this crap, I quit this stupid game" he proclaims. The end.

#50 Lynx7725

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Posted 21 April 2014 - 06:45 PM

Eh, I am unconvinced on this. Given the piss poor situation awareness of your average PUGwarrior, I suspect on implementation, in the first 30 secs of any given match we'll get 4 or 5 mechs on the ground as the PUGwarriors brazenly run into each other.

And given how PUGwarriors like to block each other's retreat path, a Mech trying to back into cover rapidly becomes two Mechs on the ground being targets.

And if weapons fire can knockdown Mechs, then good grief, the 6xLRM5 Catapult-A1 build would be the go-to TrollCat build. It's just going to keep things locked down for a good, long time.

#51 9erRed

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Posted 21 April 2014 - 06:51 PM

Greetings all,

Reference the original implementation of Knockdown;

Back in it's original implementation things didn't go as well as planned for PGI and the method they used to show this effect. There were delays between the client and the server, causing the knocked down Mech to warp to a slightly different location for the animation of standing back up. The actual knockdown animation event wasn't that bad, but soon was abused. So it was removed until PGI could get to a better state with the game. Since then, we have had quite a few improvements in the background code, hit detection, and damage model, and it may be a better time to try a new approach with this rather common BattleMech effect.

Now there are a few new variations that PGI may want to look into with a return of this feature, mostly the Mech's own computer assisting in avoiding collision in the first place. As it was not only the pilot driving the Mech that controlled where it went and how it got there.

So, some back ground first on what is actually going on for the Mech and the Pilot.

- The Battle Mech operates, senses, stands and moves through the use of the Di (Diagnostic Interpretation Computer) computer in all Mech's, this unit controls all the functions for the Mech automatically. The DI computer is a network of distributed computers that monitor and coordinate most of the internal functions and components of a BattleMech.
- The DI computer manages all the systems in a BattleMech. All components have their own controlling sub-computers which are brought together by the DI system. The DI, for example, sends commands to actuator MCUs in order to promote smooth limb motions. Each weapon system sub-computer will send it's state of readiness or malfunction to the DI computer. More advanced DI computers will indicate to the MechWarrior what the cause of the problem is and try to fix the malfunction, all with no input from the MechWarrior.
- The DI also keeps the 'Mech from damaging itself. For instance, it will cut back on systems that generate heat when the 'Mech suffers from heat sink damage or is in a very hot environment. It is also capable of overriding the "common sense" of the component level systems. When the MechWarrior demands it, the DI will run the engine hot even if the engine control computer is trying to keep the engine cool. When a MechWarrior pushes throttle forward, it is the DI controls the engine power, the gyro, and coordinates actuators. When a BattleMech takes damage, the DI is what reconfigures leaking heat sinks, bypasses severed myomers and tries to re-route power to disconnected weapons.

Now we need the Gyro system;
- The gyroscope is the device that provides the swift, fine changes in force necessary to keep a BattleMech upright. Even the best 'Mech actuators are too slow and imprecise to apply the force needed to keep a 'Mech upright. Without an active gyroscope a BattleMech can not move - it will fall over and will not be able to get up.
- While an effective system for keeping the 'Mech upright, these balance sensing systems can be fooled fairly easily. High speed impacts, sudden changes in altitude, and especially the loss of one or more frames of reference
(such as falling in mid air - the loss of gravity as a frame of reference).
- Also, 'Mechs are not good at determining when they should be off-balance, which is surprisingly useful in combat. Leaning away from an attack, or leaning into a physical attack, and a myriad of other tactics are essential on the battlefield. However, it is the MechWarrior's sense of balance, as translated by the Neurohelmet, that handles what the balance sensors and Diagnostic Interpretation computer cannot cope with or predict for.

Movement and avoidance;
BattleMechs are actually quite capable well-programmed robots, with most of that capability stemming from the DI computer network and programming. That said, 'Mechs are not built or programmed to be autonomous, mostly because they carry a huge amount firepower and are so large. MechWarriors handle all of the higher-level decisions, essentially handling "higher level thinking" and balance tasks for their 'Mech. What the BattleMech computers do handle is a massive amount of lower-level decision making.

Moving is yet another task that the BattleMech does a lot of work at. Though a BattleMech may have proportionately large feet, it still must choose every footstep with care in order to compensate for outside forces or in anticipation of environmental features. Again, it is the DI that handles this, via a 'Mechs many sensors. Hand actuators are also tools that the BattleMech will handle via the DI network, especially more modern 'Mechs, which are programmed with very capable and complex actuator routines. BattleMechs will actually move their limbs and torso to avoid collisions. The agile movements of a light BattleMech threading its way through a forest is not only the result of a talented MechWarrior, but the 'Mechs own DI computer avoiding the trees.

However, BattleMechs do sometimes simply crash their way through forests, clip buildings, or trip down into ravines. This is because BattleMechs are programmed to obey their pilots, regardless of the "common sense" programmed into the 'Mech. For instance, a 'Mech will swing its arms through the side of a building if that is what's required to bring weapons to bear on a target. BattleMechs will give collision warnings, but they don't override their pilots. Ironically, this is one of the reasons why it takes a long time to train good MechWarriors. MechWarriors actually have to learn how to think for their 'Mech and exploit the machine's "intelligence" in order to get the results they want.

Ok, end of the background on what's really happening and why you needed to know it.
- In most cases of Mech on Mech collisions in this game we should have some system similar to the Mech's Di that actually tries to avoid the situation in the first place. Especially useful for fast light Mechs.
- A system that actively tries to assist in collision avoidance. By either trying to steer around, moving limbs out of the way, or slamming on the brakes.
- If all else fails, then lessening the knock down damage by use of arms and legs, similar to recovering from a stumble. Not all collisions should result in the Mech actually falling down. Or as in some past MechWarrior games, being knocked down to one knee from massive weapons impacts.

Some considerations to take into account,
- how much of an impact is required to knock down a Mech, either half down to a knee or full fall over.
- Does the Mech's design effect it's likelihood to be knocked down.
- At what point of force applied do you kick the pilot out of the cockpit and run the animation.
- do we need a key bound to override this auto avoidance and select "Charge Mode"

Just some things to consider if PGI selects to implement this action again. Now I would like to see a return of a new and improved knock down feature, mostly so small or light speedy pilots actually can learn to drive there Mech's correctly. And as stated there should be penalty's and damage for purposely impacting other moving or stationary objects, or choosing to engage "charge mode".

Just some thoughts,
9erRed

Edited by 9erRed, 21 April 2014 - 07:03 PM.


#52 Kassatsu

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Posted 21 April 2014 - 06:51 PM

View PostLynx7725, on 21 April 2014 - 06:45 PM, said:

And if weapons fire can knockdown Mechs, then good grief, the 6xLRM5 Catapult-A1 build would be the go-to TrollCat build. It's just going to keep things locked down for a good, long time.


Implemented properly, knockdown would have a single-hit threshold, and a multiple-hit threshold that decreases relatively quickly over time. Even a Raven would be able to stand up to chain-fired LRM5s, but an AC20 to the center torso should put it flat on its back.

#53 White Bear 84

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Posted 21 April 2014 - 06:58 PM

View Postgavilatius, on 21 April 2014 - 03:46 PM, said:

but alas, situational awareness is not something people want to have.


Sometimes common sense lacks in this game entirely.

Like your whole team brawling in the open, getting pounded by LRM's or a Jenner watching as his team one by one walk into a trap by the full enemy company, that he could have easily told them about.

Maybe they need to bring back collision but make is so that your enemy team does not trip you up.. ..or maybe they shouldnt, so we could raise some of that situational awareness for both lights and other mechs as well :)

Edited by White Bear 84, 21 April 2014 - 06:58 PM.


#54 xMEPHISTOx

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Posted 21 April 2014 - 07:10 PM

View PostAdiuvo, on 21 April 2014 - 01:47 PM, said:

With how crowded the maps are now due to 12v12, no. Removing player control is rarely a good game mechanic to begin with, but I shouldn't be punished because other people can't pilot correctly.


View PostAlmighty Cico, on 21 April 2014 - 03:00 PM, said:

God no, i saw few vids on youtube how dragon was ramming every mech lol

NOPE NOPE NOPE


Well...the Dragon Bowling was due to a bug, and it was exploited in the hopes they (pgi) would take notice and fix it. They finally did take notice but instead of simply fixing the bug they removed collisions entirely.
As this is supposed to be a 'simulator' I personally feel that collisions need to be re-implemented and not only that but need physics as well in order to maintain some semblance realism.
Adiuvos' point is a good one and I used to hate the kids and bads who would be colliding with everyone on their team (to the point where I was known to td/tk on occasion :)), but even so I feel it needs to be back in the game in order to make it feel more real as a 'sim' is supposed to do. Besides whether or not they're colliding w/me or simply failing in general those bads he speaks are still bad and they are still equally annoying.

#55 Ultimax

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Posted 21 April 2014 - 08:17 PM

View PostFoxfire, on 21 April 2014 - 06:23 PM, said:



There should be no arbitrary knockdown timer.. but knockdown should be damaging for both mechs.. dependent upon the speeds of the mechs and the masses, of course. A mech running at 150 kph running into a mech at Zero should be a bad day for both mechs.



It was removed from the game due to griefing potential, because you could chain KD someone.

It's unlikely we would see it again without an "arbitrary" immunity mechanic.

#56 xMEPHISTOx

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Posted 21 April 2014 - 08:43 PM

View PostUltimatum X, on 21 April 2014 - 08:17 PM, said:




It was removed from the game due to griefing potential, because you could chain KD someone.



Your account was created in March of 2014, how could you possibly know what the cause for collisions removal was, as it was waaaaay back in CB>? :(
Unless ofc your posting on an alternate account in which case my apology is extended, however much I doubt this being the case.

Edited by xMEPHISTOx, 21 April 2014 - 08:43 PM.


#57 Corwin Vickers

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Posted 21 April 2014 - 11:03 PM

In the board game you have a chance of falling over if you take more than 20 damage in a round, if you run into something, if something runs into you.

So anytime someone backs into a building or wall, any time they clip a tree or the edge or something, any time a team mate walks into them they should have a chance to fall down.

Pretty much any time you're taking damage in MWO it's more than 20 damage in 10 seconds.

LRM volleys would knock people down enabling even more LRMs to rain down on the target which just gets repeatedly knocked down over and over.


Also the damage mechanic favors the fast light mech over the slow assault mech and of course DFA favors jumping mechs over non-jumpers (high head hit chance.)



In MWO we STILL warp if we contact another mech. I'm not sure where you guys are getting this idea that this has been solved. The only reason SRMs registered back then was that each missile was doing lots and lots of splash damage which made up for the crappy hit detection.

And if collisions were fixed in MWO it would just make it that much worse. Because of pinpoint damage it only takes seconds to take down a non-moving mech. Every fall near enemies would be a death sentence. At least during beta the warping standing mech wasn't taking much damage because no one knew where to shoot since he was warping all over the place. And from your point of view inside the mech your view warped all over as well.



All you knock down proponents need to be honest. Just say "I'm an assault pilot that likes to put 200 class engines in my mechs and I can't aim for shit so light mechs kill me all the time so please give me an I win button because I don't want collisions to be based on physics or the table top game rules, I just want light mechs to instantly explode when I look at them because again I am horrible at this game and believe that light mechs are more powerful than assault mechs when it is clear to anyone who actually has any skill that the opposite is true."

#58 Windsaw

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Posted 21 April 2014 - 11:21 PM

I have long given up hope that knockdowns will ever be back in the game.

When it became clear that it wouldn't be reimplemented within half a year it became obvious that more and more new players would be in the game that never got to learn it. If it would get back into the game the outcry by all the players that came later would be enormous. From one day to the next, they would have to rearrange their whole style of playing. They would actually have to learn how to pilot!
Besides that, it would probably several rounds of balancing obsolete in a moment. The game is currently balanced without knockdowns.

No, no matter if PGI want to reeimplement it, my guess is that they will eventually have a meeting, discuss it and its consequences and eventually conclude that they won't do it.

#59 Motroid

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Posted 21 April 2014 - 11:34 PM

OP, you mean actually making this game more simulation and less casual? How dare you? :(
Knock-downs got removed because of a bad "new player experience". Due to mass appeal, like a lot of the dumbing down.
Normally when things are broken, especially in a Beta phase they get fixed and not removed as a whole. It was a business driven decision. Everyone with half a brain and taking into account what PGI is doing to the game will see that. Same with R&R. Nothing that could not have been adjusted or fixed. Being knocked down as a light back in CB was a death sentence so they removed it to not punish the beginners too hard for one single mistake.
We wouldn't see so many dedicated lights if it actually required skill to pilot at 150-170 km/h without colliding and getting knocked down. A reintroduction of knock-downs would change the outcome of every single match atm.

#60 Hans Von Lohman

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Posted 21 April 2014 - 11:45 PM

I would rather they add punching.





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