

Knockdown
#1
Posted 01 November 2012 - 07:51 PM
However, one big improvement I would love to see is the removal of allies being able to knock each other down. About 9/10 of my knockdowns were from allies who are terrible pilots(or griefers, although I doubt that is actually the case). It's fine if I get knocked down because I was piloting poor and ran to close to an enemy Atlas, or if he pilots well and knocks me down, but when I'm circling behind one of those assault mechs the last thing I want is for some ****** ally to come in from the side and run me over, resulting in both our deaths(which has happened numerous times to me). What are other peoples thoughts on this?
#2
Posted 01 November 2012 - 07:57 PM
I hate being run over, but I also hate being shot. But it would feel wrong if the allegiance of the other 'Mech changed how this works.
#3
Posted 01 November 2012 - 08:04 PM
#4
Posted 01 November 2012 - 08:18 PM
#5
Posted 01 November 2012 - 08:23 PM
Soulscour, on 01 November 2012 - 08:18 PM, said:
I must impress my antisocial tendencies onto my pugmates. *hiss* AWAY WITH YOU NUBLET!
#6
Posted 01 November 2012 - 08:26 PM
#7
Posted 01 November 2012 - 08:27 PM
Soulscour, on 01 November 2012 - 08:18 PM, said:
Yea that is the worst solution out there. One of the reasons I would like to see it removed, it breeds contempt for other team members, more so than anything else, I think.
#8
Posted 01 November 2012 - 08:29 PM
Yes I'd like to be able to kick Jenners in the head again too, but I'm happy to wait until they don't warp twice before you can shoot em and possibly not suffer the 1st -> 3rd -> 1st person switch when I get knocked over.
#9
Posted 01 November 2012 - 08:42 PM
Splitpin, on 01 November 2012 - 08:29 PM, said:
Yes I'd like to be able to kick Jenners in the head again too, but I'm happy to wait until they don't warp twice before you can shoot em and possibly not suffer the 1st -> 3rd -> 1st person switch when I get knocked over.
This. /thread
#10
Posted 01 November 2012 - 08:53 PM
Dez
Edit spelling
Edited by Dezereus, 01 November 2012 - 09:54 PM.
#11
Posted 01 November 2012 - 09:44 PM
Collisions at high speed could deal some damage (like they did pre-patch) but they shouldn't be effective weapons. Likewise, knock-downs should be more difficult to achieve, as I have seen (and used) fast lights and mediums to repeatedly tackle enemy 'Mechs to prevent them from firing/hold them in place.
Perhaps the stand-up time wouldn't be a fixed duration, but require some player input to determine the length, similar to the unjam sequence for the UAC/5. Some combination of movement commands while rotating the 'Mech's torso/arms, I don't know exactly how that would be implemented. This would be really cool if you stayed first-person when knocked over, maybe even able to shoot with arm weapons, but this would delay you're getting up, and have very limited arc.
#12
Posted 01 November 2012 - 09:52 PM
Splitpin, on 01 November 2012 - 08:29 PM, said:
Yes I'd like to be able to kick Jenners in the head again too, but I'm happy to wait until they don't warp twice before you can shoot em and possibly not suffer the 1st -> 3rd -> 1st person switch when I get knocked over.
My poll assumes it is being re-instated. Perhaps my actual post was not clear enough however, and I apologize.
Dezereus, on 01 November 2012 - 08:53 PM, said:
Dez
I actually completely agree with you. Once again, I am for re-instating it, but I was not happy with the way it was. My primary concern was with allies however; I pretty much assume all the glitchy stuff that happens will be fixed(as it is really a netcode problem, not a knockdown mechanic issue).
Joker Two, on 01 November 2012 - 09:44 PM, said:
Collisions at high speed could deal some damage (like they did pre-patch) but they shouldn't be effective weapons. Likewise, knock-downs should be more difficult to achieve, as I have seen (and used) fast lights and mediums to repeatedly tackle enemy 'Mechs to prevent them from firing/hold them in place.
Perhaps the stand-up time wouldn't be a fixed duration, but require some player input to determine the length, similar to the unjam sequence for the UAC/5. Some combination of movement commands while rotating the 'Mech's torso/arms, I don't know exactly how that would be implemented. This would be really cool if you stayed first-person when knocked over, maybe even able to shoot with arm weapons, but this would delay you're getting up, and have very limited arc.
The current issues are more with netcode, I think, and the collision detection still needs a lot of work (Being able to walk/shoot through some of the buildings is rather bad). For all intensive purposes, however, I want to keep this thread away from collision detection/netcode issues and focus solely on the actual knockdown mechanic and its relation to enemies/allies.
#13
Posted 10 November 2012 - 11:48 AM
Also it opens way to new modules related to it:
Gyrostabilizer - reduce chance of being knocked down
Tripwire - harpoon-like weapon creates cable between 2 points that lighter mech can stumble on

...
Edited by Steel Talon, 10 November 2012 - 11:49 AM.
#14
Posted 10 November 2012 - 11:58 AM
IF not then at least stop me from running through any mech. Its too easy.
Driving a mech, getting banged up pretty bad as now 3 have joined in, I simply run right at one, throught and away while his teamies shoot him for a bit.
Silliness
#15
Posted 05 March 2013 - 06:54 PM
#16
Posted 05 March 2013 - 06:58 PM
#18
Posted 05 March 2013 - 07:02 PM
Unless you can find a way for me to stop causing damage to coworkers' cars when I bump into them.
#19
Posted 05 March 2013 - 07:02 PM
#20
Posted 05 March 2013 - 07:02 PM
NonCedo, on 05 March 2013 - 06:54 PM, said:
did you really feel the need necro this thread?
Edited by Walk, 05 March 2013 - 07:03 PM.
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