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Story And New Push Mechanic For New Collisions!


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Poll: Story And New Push Mechanic For New Collisions! (33 member(s) have cast votes)

would you Support this Dynamic Push Mechanic?

  1. Yes, could help bring Collisions back to MWO! (30 votes [90.91%])

    Percentage of vote: 90.91%

  2. No, dont think it would be a good change, (3 votes [9.09%])

    Percentage of vote: 9.09%

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#21 Andi Nagasia

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Posted 19 January 2015 - 01:55 PM

i feel this Push system would work because,
1) getting pinned by a light when you are much larger will be less likely,
2) if your in a push and the one at the front stops you would PUSH them off to the side,
3) you could push a Legged Ally if both of you need to get to cover,
4) people would be more likely to spread out and not bunch up,
5) you wouldnt be instant stopped by buildings,

#22 Banditman

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Posted 23 January 2015 - 08:10 AM

You realize of course that "pushing" will already happen when collision returns, right? In fact, you can (sort of) push a mech in the game right now. If you move slowly enough right next to another mech, you can push it a bit if you go slow. The collision system is actually still in game, the effects are simply turned off.

#23 LordBraxton

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Posted 23 January 2015 - 08:46 AM

Bring back knockdowns.

#24 Andi Nagasia

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Posted 23 January 2015 - 02:10 PM

View PostBanditman, on 23 January 2015 - 08:10 AM, said:

You realize of course that "pushing" will already happen when collision returns, right? In fact, you can (sort of) push a mech in the game right now. If you move slowly enough right next to another mech, you can push it a bit if you go slow. The collision system is actually still in game, the effects are simply turned off.


the problem is without true Collisions we arnt really pushing another away,
but occupying the same space as another mech, followed by both teleporting away,

#25 Andi Nagasia

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Posted 30 January 2015 - 09:16 PM

Topic Rewriten

#26 El Bandito

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Posted 30 January 2015 - 09:24 PM

View PostLily from animove, on 19 January 2015 - 08:27 AM, said:

Bad reason, because of the trollface.

so instead of the lolcust standin next to you, its suddenly a trollfaced atlas pumbing into you making you fall to the ground in front of the opponents feet.

The troll gonna troll. just a different way than before.



An Atlas cannot sneak up on you as easily as a Locust, BTW.

#27 FupDup

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Posted 30 January 2015 - 09:28 PM

View PostEl Bandito, on 30 January 2015 - 09:24 PM, said:

An Atlas cannot sneak up on you as easily as a Locust, BTW.

Unless he's an Atlas on your own team...

#28 CocoaJin

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Posted 30 January 2015 - 11:58 PM

I really do like the push idea...but can I also suggest reverse lamps? :P

#29 Matthew Ace

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Posted 31 January 2015 - 12:51 AM

View PostFupDup, on 19 January 2015 - 08:15 AM, said:

Engine size shouldn't be a factor. The game tends to encourage an "arm's race" for higher end engines as it is, because they give a whole lot of benefits...

1. Increased agility/responsiveness in all aspects (turning, twisting, etc.)
2. More engine heatsink slots (very useful for laser vomit in particular)
3. More speed, naturally

Big engines don't need any more benefit than that, and some feel that agility shouldn't even be based on engine size either.


I'm in two minds about this, mainly only agreeing with this for lights/medium, and only up to 350 rating for assaults in certain cases. 325 for heavies, maybe. Past 350, the increase in weight is, mostly, a bigger drawback than the current gains from it.

On the other hand, lights and medium do not get enough turn rate or accel/decel without using the engines they usually do these days, or that 350 on an assault is enough to mitigate the nimbleness lights and mediums are supposed to possess.

I feel any engine (barring the benefit the Ryoken and Mad Cat will also get - quirks to negate the gain it may get) past 325 should give further bonuses to at least accel/decel and turn rate.

Edited by Matthew Ace, 31 January 2015 - 01:09 AM.


#30 The Massive

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Posted 31 January 2015 - 03:19 AM

I've been that guy. The Trollocust I mean. :D

#31 Alistair Winter

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Posted 31 January 2015 - 03:39 AM

I like the idea. I do think engine size should be a factor. It's simple physics, and while physics don't always apply in this game, I think they should apply in this case.

The reason a lot of people are packing big engines right now is because of the insanely low TTK. That is a much more significant factor than this push mechanic. With TTK being really low, the extra survivability of a STD engine is often not worth it. You're better off with the speed and extra heatsinks of a big XL engine, so you can do a lot of burst damage and pop in and out of cover.

It would also be nice to push away teammates on maps like Canyon Network who are blocking the whole team from climbing up a plateau, because they want to hill hump right in the corridor where everyone's going. Not to mention Terra Therma when people stop dead in the entrance as soon as they get hit with a medium laser, thus blocking their whole team again.

#32 Duke Nedo

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Posted 31 January 2015 - 04:46 AM

There's great troll-potential in pushing teammates off cliffs and bridges.... but I still want it! :)

Big stompy robots in 2015 need more physics...

#33 Mudhutwarrior

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Posted 31 January 2015 - 05:09 AM

I don't know how many times I have been in an assault and trapped in enemy fire because a light was stuck up my butt. I should have the torque and horsepower to push them back but I am stuck like I have a reenforced concrete wall behind me. If I am in dire and big ear mcfly decides to park on a ramp while firing lrms I should be able to slam him and push him off.

Its the one mechanic that doesn't make any sense.

It only creates terribad pilots because they never learn

#34 Andi Nagasia

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Posted 18 February 2015 - 03:13 PM

i think this Push Mechanic could help implement a light Collision system,

#35 terrycloth

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Posted 18 February 2015 - 03:52 PM

Acceleration is a stat, so mass * acceleration vs mass * acceleration to see who could push who from a stop? If one mech was moving you'd want to add their current velocity into it somehow.

#36 Brody319

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Posted 18 February 2015 - 03:56 PM

My locust almost got killed by this ****. I was frozen in space for half a second then boom, popped down with yellow armor.

#37 AntiCitizenJuan

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Posted 18 February 2015 - 03:59 PM

Awesome's low center mass makes it one of the only mechs that is unable to be knocked down.

Boom, huge buff

#38 Troutmonkey

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Posted 18 February 2015 - 04:02 PM

As a light and an assault player, I would very much like to stop teleporting when clipping / bumping into mechs, and I would like mechs to stop parking behind me when I'm backing up.

I'm against knock downs as they were before, and think that they should only be reimplemented to occur in extreme cases. A pushing mechanic like the one suggested would be enough for the majority of collision cases.

#39 Andi Nagasia

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Posted 10 March 2015 - 09:51 AM

View PostTroutmonkey, on 18 February 2015 - 04:02 PM, said:

As a light and an assault player, I would very much like to stop teleporting when clipping / bumping into mechs, and I would like mechs to stop parking behind me when I'm backing up.

I'm against knock downs as they were before, and think that they should only be reimplemented to occur in extreme cases. A pushing mechanic like the one suggested would be enough for the majority of collision cases.

as to why im Suggesting it, this Isnt about Knockdowns,
too many people think collisions and knockdowns are the same thing and they really arnt,
its about what happens when two Mechs Collide, id prefer no Space Magic Teleportation in MWO,

#40 Alek Ituin

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Posted 10 March 2015 - 10:08 AM

As a stop-gap measure, you could make it where Mechs have a tubular hitbox of sorts around them, that does nothing but keep other Mechs around you at a distance. It doesn't interact with weapons fire, buildings, or terrain, just the other hitboxes surrounding other Mechs. Then when two Mechs facehump, instead of teleporting, they just slide off each others hitboxes.

Or something... I'm just spitballing here.

Edited by Alek Ituin, 10 March 2015 - 10:08 AM.






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