So When Ramming Is Back In The Game Will The Dragon Retain Its Bonus To It?
#21
Posted 27 March 2013 - 07:02 PM
I also have an Awesome 9M with a 385XL, and I want to test the physics of 80 tons * 85 kph = big momentum crunch.
(I also want to run two 140 kph Spiders headlong into each other just to see if they explode.)
#22
Posted 27 March 2013 - 07:11 PM
Not necessarily against assaults, but other heavies and smaller mechs, absolutely.
Bare minimum, it needs to be very resistant to being knocked over. The fluff for this mech clearly states that its large CT gives it a lower center of gravity making it difficult to knock over.
It doesnt need to be dragon bowling like it was in closed beta, but it does need to be better than the other mechs in collisions.
Edited by Roughneck45, 27 March 2013 - 07:13 PM.
#23
Posted 27 March 2013 - 07:40 PM
#25
Posted 27 March 2013 - 07:48 PM
On a serious note. Yes, it would give the dragon some purpose, really.
Edited by Cferre, 27 March 2013 - 07:51 PM.
#26
Posted 27 March 2013 - 07:50 PM
The dragons did not have a ramming 'bonus'. They had a ramming bug associated with their geometry. That was part of the reason collisions were turned off in the first place. The other part being 'stunlocking'
#27
Posted 27 March 2013 - 07:55 PM
WTB BT 2.0 where **** makes sense.
#28
Posted 27 March 2013 - 08:10 PM
Merky Merc, on 27 March 2013 - 07:55 PM, said:
WTB BT 2.0 where **** makes sense.
Assault pilots 'get all giddy' less from the concept of them ramming the light mechs, and more from the concept of the less skilled light mechs ramming into them, getting into a fight with Newton's Third Law, and losing.
EDIT: Wrong law
Edited by Firelizard, 27 March 2013 - 08:12 PM.
#29
Posted 27 March 2013 - 08:43 PM
Edited by Steinar Bergstol, 27 March 2013 - 08:44 PM.
#30
Posted 27 March 2013 - 08:53 PM
Really it shold be able to knock most things down, but not be able to just keep going to walk through whatever it knocked down, it should probably fall over a lot more often when it knocks over bigger mechs.
Edited by QuantumButler, 27 March 2013 - 08:54 PM.
#31
Posted 27 March 2013 - 08:57 PM
hashinshin, on 27 March 2013 - 04:57 PM, said:
As long as the damage it receives as a consequence is scaled correctly (unlike previously), I don't see why not.
Firelizard, on 27 March 2013 - 08:10 PM, said:
Assault pilots 'get all giddy' less from the concept of them ramming the light mechs, and more from the concept of the less skilled light mechs ramming into them, getting into a fight with Newton's Third Law, and losing.
EDIT: Wrong law
I 'get all giddy', at the thought of my giant atlas fists finally being useful.
#32
Posted 27 March 2013 - 08:57 PM
#33
Posted 27 March 2013 - 08:59 PM
#34
Posted 27 March 2013 - 09:02 PM
Imagine any of the following factors coming into play:
- Kinetic energy of colliding mechs.
- Hands helping recovery times
- Jump Jets helping recovery times
- A light rising before the heavy (as they usually should).
- No predetermined advantage for mass.
Yes, the picture gets far uglier for the gloating assaults.
That said, I think Host State Rewind needs to be used for collision initiation determination versus a scrape.
#35
Posted 27 March 2013 - 09:06 PM
collision should be a calculation between Speed, Mass and weight.
they should also add damage from collision with terrain, after all, we do take damage from falling from a high heighto why not when unning 120km/ hour into a rock wall.
#36
Posted 27 March 2013 - 09:10 PM
Terror Teddy, on 27 March 2013 - 09:06 PM, said:
collision should be a calculation between Speed, Mass and weight.
they should also add damage from collision with terrain, after all, we do take damage from falling from a high heighto why not when unning 120km/ hour into a rock wall.
I agree on your basis for Collisions.
Use Host State Rewind so pings don't become critical, and I agree with Terrain Collisions doing damage.
Just remember the justification PGI used for favouring heavies last time. "In the interests of Player Enjoyment."
That one also was why Repair and Rearm were removed (That disgusted me, while they needed some reform, removal sucked. The Assault and LRM lobbies won that one).
#37
Posted 27 March 2013 - 09:30 PM
EitherWay, on 27 March 2013 - 08:59 PM, said:
You can do 1 damage right now with a DFA attack. It is just enough for a trolly/lucky killing blow on an enemy mech.
I have yet to see an argument that affects lights who, in my experience, are not facehugging and does not affect mediums which are typically slower or the same speed as heavies. If we do not have a time jump forward soon I fear that my preferred class of mech is going to completely obsolete. As it is I currently ride around in only CTFs and my K2 as medium mechs are largely irrelevant as is.
#38
Posted 27 March 2013 - 09:47 PM
it should barely be able to walk home on its own after this.
#39
Posted 27 March 2013 - 11:01 PM
Merky Merc, on 27 March 2013 - 07:55 PM, said:
WTB BT 2.0 where **** makes sense.
If done right no-one in their right mind would WANT to collidr with someone else.
What would happen to the legs of an Atlas if a 35 tonne vehicle/weight slams into it at 140km/h?
Answer: it would loose its legs and topple over as the 35 tonner pulverizes itself and its reactor core goes critical.
Bowling over lighter OR heavier mechs is not something that should be a tactic in this game.
Ramming anyone should have associate risks with it.
#40
Posted 27 March 2013 - 11:31 PM
Now it doesn't have to be being able to bowl over anything, perhaps even just make it count as a 70 tonner instead of 60 tonner for collision purposes+ make it take slightly less collision damage? Like say, 5%? Something not unbalancing but significant enough to make up for the general lackluster hard points and hitboxes
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