

Collisions: Why Are You Not Up In Arms About It?
#61
Posted 09 April 2013 - 10:03 AM
And if it does happen it takes a lot longer than "right after release".
So far PGI has a lot of things pushed off till "after" release. They can't even get their weapon systems into a some what working state (about half of them are unusable currently if you want to win).
I just don't understand why they don't just start upping the damage on all the messed up weapons by .1 each patch, until we find a nice sweet spot.
#62
Posted 09 April 2013 - 10:03 AM
#63
Posted 09 April 2013 - 10:06 AM
hammerreborn, on 09 April 2013 - 10:02 AM, said:
Knockdowns were stupidly broken not just because of the warping, 3rd person **** ups, etc. but because you essentially eliminated an enemy mech for 1 damage (the damage you took from the collision).
As a Jenner I knew what speeds I would need to hit to topple anyone I wanted, and as long as I didn't get ffed while on the ground would lead to an instant termination of my opponent.
Hey look an atlas, max speed, crash, watch atlas explode.
Hey look a commando, step in path, crash, watch commando explode.
If you people thought that was strategy no wonder you all ***** about capping because you're idiots.
How the hell do you make it through my ignore filter sometimes?
Even the freakin boards don't work. No search function and ignore is broke-a**!
#64
Posted 09 April 2013 - 10:06 AM
#66
Posted 09 April 2013 - 10:06 AM
Total griefing tool.
#67
Posted 09 April 2013 - 10:07 AM
As a light pilot (commando) I look forward to collisions. My hope is Spiders and Commandos will get an advantage in balance and/or recovery from a collision because we have arms. Coms and Spiders are considered the weakest of the lights, (though Fle may join us) and the ability to avoid falling if we get slightly tapped by a heavy/assault mech would be a huge advantage, allowing us to be superior, CQB harassers or anti- ankle-biters for our own team (giving us an excuse not to have max engine, and allowing the use of heavier weapons.)
#68
Posted 09 April 2013 - 10:07 AM
verybad, on 09 April 2013 - 10:06 AM, said:
Total griefing tool.
Not unlike ECM

#69
Posted 09 April 2013 - 10:09 AM
#70
Posted 09 April 2013 - 10:11 AM
In short, it is one of the most intricate things in this game, it will take time to get right.
#71
Posted 09 April 2013 - 10:12 AM
Corbon Zackery, on 09 April 2013 - 09:25 AM, said:
A example being one light mech colliding with a second light in front of many heavy's for a quick kill. Colliding to break streak locks. Colliding to break LRM lock. FF collisions huge reason there gone.
We really don't want to put them back in.
Yeah, until the other lights learn something us CB pilots learned: don't get too close to the enemy team when you're scouting. Situational awareness can keep you from being rammed near the enemy team, and sometimes you can get the ram-happy pilot to chase you back to your own team and do onto him what he wanted to do to you. It adds another facet to the game and the problem with it is the warping not the knockdown. That having been said it would be nice if you stood up faster since the only thing that saved people from dieing in that 10 seconds was the warping.
#72
Posted 09 April 2013 - 10:13 AM
Yokaiko, on 09 April 2013 - 09:55 AM, said:
Direct weapons didn't hit either, they were bouncing around, more often your team would end up shooting each other IF they didn't know to wait until the server figure out where to put the mech.
LRMs don't matter you couldn't get a launch off in time and if you can't get a streak lock on a mech that is starting from a standstill that is a personal problem.
Did you understand the part about warping being fixed or did you choose to skip that part. Of course the warping part needs to be fixed but you know what, back in closed beta, I was still able to hit them when they collided. It was super easy to figure out where they were. You add X distance to where they hit and you would hit them almost every time. If you played long enough you figured out the pattern of that warping when they fell over.
But like I said, this hinges if the warping part is fixed. Want me to highlight the part where I typed it?
#73
Posted 09 April 2013 - 10:14 AM
Ricama, on 09 April 2013 - 10:12 AM, said:
Yeah, until the other lights learn something us CB pilots learned: don't get too close to the enemy team when you're scouting. Situational awareness can keep you from being rammed near the enemy team, and sometimes you can get the ram-happy pilot to chase you back to your own team and do onto him what he wanted to do to you.
The other thing it taught you was that if you were in a light and there were more than three or four mech in a furball, GTHO, you would hit someone eventually and likely die for it.
So there were no raven flocks or wolf packing lights.
#74
Posted 09 April 2013 - 10:21 AM
Yokaiko, on 09 April 2013 - 10:14 AM, said:
The other thing it taught you was that if you were in a light and there were more than three or four mech in a furball, GTHO, you would hit someone eventually and likely die for it.
So there were no raven flocks or wolf packing lights.
Which is a good thing. Why should 4 mechs circling someone and keep crashing into each other with no downside. It's just like some light pilots now who just run through your legs because it's fast and easy to do to get in behind you like River City in the streets. Why go around when you can just port through legs. To me, if that's what you want to do to get behind somebody, you need to pay the price with flopping on your back.
#75
Posted 09 April 2013 - 10:21 AM
Megalosauroid, on 09 April 2013 - 09:15 AM, said:
Because I read the newspaper this morning and it was filled with things far more worth my time getting 'up in arms about' then whether or not MWO has colliisions in it or not.
#76
Posted 09 April 2013 - 10:22 AM
#77
Posted 09 April 2013 - 10:22 AM
Ngamok, on 09 April 2013 - 10:21 AM, said:
Which is a good thing. Why should 4 mechs circling someone and keep crashing into each other with no downside. It's just like some light pilots now who just run through your legs because it's fast and easy to do to get in behind you like River City in the streets. Why go around when you can just port through legs. To me, if that's what you want to do to get behind somebody, you need to pay the price with flopping on your back.
I agree.
#78
Posted 09 April 2013 - 10:26 AM
Tarantoga, on 09 April 2013 - 10:22 AM, said:
Don't EVER, EVER jump into someone whose stuck, it's always an auto death for you unless maybe you're a highlander and they take enough collision damage to die before you do.
Edited by hammerreborn, 09 April 2013 - 10:26 AM.
#79
Posted 09 April 2013 - 10:27 AM
Yokaiko, on 09 April 2013 - 10:22 AM, said:
I agree.
Would you agree to a KD cooldown so what happened to Paul doesn't become norm again? Like 5s after you get back up, enough time to maybe run away before being knocked over again? Nobody wants to be chained like that i am sure.
#80
Posted 09 April 2013 - 10:28 AM
Yokaiko, on 09 April 2013 - 10:22 AM, said:
I agree.
You do realize those lights that "run through your legs" will now just be running into your legs, knocking you flat on your *** and making my team incinerate you while you have no defense whatsoever, while I take negligable damage?
I don't think you've thought your cunning plan all the way through.
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