Kristov Kerensky, on 09 April 2013 - 01:26 PM, said:
Actually, you MIGHT want to check your own posts in this very thread where you continually point out that CB knockdowns weren't a problem...unless someone else is posting under your account.
No no, please quote me.
I actually noted where they screwed up with the original collision mechanics......way back in the beginning of the thread.
Kristov Kerensky, on 09 April 2013 - 12:58 PM, said:
That video where Paul is being knocked down by the Goons, that IS the prime example of how bad collisions were in CB, THAT CATAPULT DIDN'T DIE FROM 2 STRAIGHT MINUTES OF BEING RAMMED BY MECHS IT'S OWN SIZE AND LARGER! Do you NOT get how badly messed up that is? THAT is why collisions were removed, they were ONLY used to grief people, they did not even remotely work as intended.
Debatable.
Kristov Kerensky, on 09 April 2013 - 12:58 PM, said:
Collisions in BTech are NOT 'oh, pardon me, let me help you back up' affairs, you hit someone at speed and you do damage to yourself AND the Mech you hit, how much damage being based on the tonnage of both Mechs and the speeds involved. Little Mechs moving really fast could rip their own Mechs apart from a collision with a building or another Mech, and big Mechs could get hurt pretty badly from those as well. I watched a friend in a Cicada fail a piloting roll on a paved road at max speed on a turn and when his Mech finally stopped rolling and skidding, he was dead(literally, cockpit took 18 points of damage) and most of his Mech was spread out over the distance of his travel before it stopped due to hitting the leg of my attlemaster(that's where the final cockpit damage came from, hurt my Battlemaster too). Yeah, physics for a walking 100 ton Mech are REALLY difficult to figure out...
yeah, and show me where I can declare a charge, crouch, lie prone......
....oh wait or roll dice.
You can't, this isn't the board game.
Kristov Kerensky, on 09 April 2013 - 12:58 PM, said:
if you haven't ever had a single physics class and can't do more then basic addition. It's not rocket science..er..ok..it is, but rocket science really isn't all that difficult, at least not to anyone who's taken more then a General Math class in high school or college. The CryTek engine can handle the physics, it's up to PGI to get them working as they want, which would in all likelyhood NOT be according to the true physics of the situation. Otherwise, well...35 tons vs 100 tons..VW Bug vs Mack Truck really is a good analogy there, only the Mack in this case would probably lose a leg at the very least.
Yes, KE= (1/2)mv^2 is terribly difficult
Kristov Kerensky, on 09 April 2013 - 12:58 PM, said:
Really? You don't see how that fact that a Jenner could knock down ANYTHING was wrong and was one of the most obvious of the issues with the collisions? And the fact that for TWO STRAIGHT MINUTES, Paul's Catapult got knocked down over and over and over without blowing up?
Again, applying real physics in ANY way shape or form to 35 metric ton mechs running around corners at 150kph is a false economy, and if we actually DID you wouldn't want to play the game.
Kristov Kerensky, on 09 April 2013 - 12:58 PM, said:
No, you and Yokaiko both feel that the collisions were ok but the warping was the problem, you totally disregard the fact that there was 1 point of damage per collision, MASS had no effect on that at all. Not to mention that fact that at 20m distance, you could trip over someone else's stationary Mech due to how bad the collision detection code was? None of this rings any bells for you two?
You didn't read nearly as well as you thought you did.
Edited by Yokaiko, 09 April 2013 - 01:35 PM.