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Pgi, Please Take Heed To Our Plight As Pilots Who Seek To Be The "skilled" Pilots...


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#61 Kiiyor

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Posted 07 April 2013 - 03:58 PM

View PostOpCentar, on 07 April 2013 - 02:52 PM, said:



Bad idea.

Lights would continue to troll anything as there is no chance an assault will knockdown a light unless the light mech crashes into him. And any decent light pilot knows how to evade.

Collisions for everyone, knockdowns determined by impact force - speed and weight being the primary variables. Ratios and fine tuning subject to game balance.


It all depends on how it is implemented. There are fast assaults out there that could potentially have the moxy to snag a knockdown or two. And even if a light can evade an assault, it will probably only take one knockdown to ruin the lights day, especially if the charge ability lets the assault keep its feet. As Dolph Lundgren once said in reply to a remark about all his upper body strength only slowing him down; "I may not hit very often, but I only need to hit you once". Dolph Lundgren, authority on all things giant robot.

The reason I believe the charge ability would be great for assaults is that fast heavies like the dragon would be knockdown kings, FOREVER, if we use mass and momentum to dictate knockdowns. An assault would never be able to match the impact force, and we would likely see a return to deliberate, perma knockdown tactics that were about as fun as a fork to the ****.

#62 Kassatsu

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Posted 07 April 2013 - 04:02 PM

As a pilot that often uses a SPR-5D and a RVN-3L with odd builds (like ER PPC SRM6 and nothing else kind of builds, I refuse to go back to the build I was using before ECM even came out, everyone knows it by now), I too would like collisions back. I'd be fine with some slight prediction errors here and there causing random knockdowns on mechs that should be running along just fine. Just bring them back already.

I'm also assuming it will be possible to tackle just about anything else in an Atlas.

#63 PropagandaWar

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Posted 07 April 2013 - 04:05 PM

View PostKiiyor, on 06 April 2013 - 02:46 AM, said:

The devs have hinted that collisions and in particular knockdowns may be limited to an assault mech 'charge' skill. I love the idea.


that's stupid. Charge is charge regardless of size. Just have different damage ratings. Knock down should be effective accordingly. A medium should be able to knock a light on its butt and trickle up from there. If a light is charging a Atlas at 150 kph it should have a chance to knock over an atlas as well as getting knocked on its butt.

#64 Kassatsu

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Posted 07 April 2013 - 04:07 PM

View PostPropagandaWar, on 07 April 2013 - 04:05 PM, said:


that's stupid. Charge is charge regardless of size. Just have different damage ratings. Knock down should be effective accordingly. A medium should be able to knock a light on its butt and trickle up from there. If a light is charging a Atlas at 150 kph it should have a chance to knock over an atlas as well as getting knocked on its butt.


And then the kamikaze Spiders that jump directly into an Atlas cockpit at 150kph in the hopes of knocking it down. I wonder if you'll be able to use jump jets to recover from a knockdown faster. That would definitely add some appeal to Jenners and Spiders (which they desperately need).

#65 Kiiyor

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Posted 07 April 2013 - 04:14 PM

View PostKassatsu, on 07 April 2013 - 04:07 PM, said:


And then the kamikaze Spiders that jump directly into an Atlas cockpit at 150kph in the hopes of knocking it down. I wonder if you'll be able to use jump jets to recover from a knockdown faster. That would definitely add some appeal to Jenners and Spiders (which they desperately need).


Not to mention the 'real physics' side of things, which makes me chuckle. If people think that realism is better portrayed with mass and velocity being the main factor in knockdowns, then I propose that mass and velocity be modelled on the pilot also.

A Jenner ramming an Atlas at 130kph would likely result in a knockdown, but once the Atlas regained its feet it would have full license to stand there chuckling at the pink smear on the inside of the jenner's cockpit.

Maybe they could implement a vision mode that accurately portrays a pilots eyeballs dangling from their sockets after any collision greater than 90kph.

Edit; actually, I think pilot damage is an awesome idea! Maybe a blackout after collisions, or having the pilot spit out a tooth! Wiping blood from their face after a cockpit hit! Driving around a de-weaponed mech and roaring defiance at an enemy while firing a handgun out of the shattered remains of their cockpit!

Edited by Kiiyor, 07 April 2013 - 04:19 PM.


#66 OpCentar

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Posted 07 April 2013 - 04:17 PM

View PostKiiyor, on 07 April 2013 - 03:58 PM, said:

It all depends on how it is implemented. There are fast assaults out there that could potentially have the moxy to snag a knockdown or two. And even if a light can evade an assault, it will probably only take one knockdown to ruin the lights day, especially if the charge ability lets the assault keep its feet. As Dolph Lundgren once said in reply to a remark about all his upper body strength only slowing him down; "I may not hit very often, but I only need to hit you once". Dolph Lundgren, authority on all things giant robot.

The reason I believe the charge ability would be great for assaults is that fast heavies like the dragon would be knockdown kings, FOREVER, if we use mass and momentum to dictate knockdowns. An assault would never be able to match the impact force, and we would likely see a return to deliberate, perma knockdown tactics that were about as fun as a fork to the ****.



An assault chasing down a light would happen once in a thousand battles.

Sorry, but I like the prospect of doing kamikaze runs on other lights with my Jenner.


As for Dragons, well I wrote that the impact force variables are subject to gameplay balancing? PGI could simply limit each chassis maximum impact force. Or make one especially resistant to knockdowns.

The point is - don't limit knockdowns to assaults only.

#67 Greyfyl

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Posted 07 April 2013 - 04:48 PM

PGI was just going to ignore collisions until everyone forgot that they had 'promised' to put them back in when they had 'fixed' them.

The same applies to ecm really.





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