Jump to content

How Much Collisions Do You Want?


29 replies to this topic

#21 Kmieciu

    Member

  • PipPipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 3,437 posts
  • LocationPoland

Posted 07 June 2013 - 05:40 AM

Don't care much for tripping other mechs but could they hurry up and implement "Collisions phase I : mechs do not clip through each other?" There should also be some penalty for running into a building at 100 km/h. Slowing down, like in Mechwarrior 4 would suffice.

#22 Kitane

    Member

  • PipPipPipPipPipPipPipPip
  • Bridesmaid
  • 1,009 posts
  • LocationPrague, Czech Republic

Posted 07 June 2013 - 05:43 AM

View Poststjobe, on 07 June 2013 - 05:27 AM, said:

It was game breaking if you were a light pilot like me. It was a rare occasion to survive getting knocked down, and the knock-down troll builds (it wasn't limited to the Dragon, but it was the best at it) were out-and-out griefing.

It's an important rule of thumb for games in general, and especially important for PvP games: Taking control away from the player is a bad thing.

And knockdowns took control away for 2-5 seconds, during which the only thing you could do was watch your 'mech getting destroyed.

It was a horrible, horrible implementation.


I don't know what you expect from a collision system.

But any light mech running at high speed into any medium/heavy/assault mech should faceplant himself and be knocked out for several seconds. A medium mech should probably go down with him as well, but any heavy or assault should be able to withstand it, unless the light mech jumped and hit the upper part of the mech.

Lights lying down after colliding weren't broken at all. A collision was always their fault.

Edited by Kitane, 07 June 2013 - 05:45 AM.


#23 Crimson Fenris

    Member

  • PipPipPipPipPipPip
  • 235 posts

Posted 07 June 2013 - 05:50 AM

Cockpit tilt and shake should be enough for heavier mechs, as tripping down an Atlas should seems near to impossible.

Impacts generated by ballistics and missiles MUST have a real incidence for the hit mech : an AC/20 round must be able to knock down any light, since an Assault will be only violently shaken.
Same for 2x SRM6 in the face.

Mechs that are running onto each other must get a violent torso side-twisting when impacted, relative to their mass and speed, and damage as speed reduction accordingly.

Making the Mechs stopping when impacting a building seems not real, since the mech is heavy enough to run throught it (never seen an Abraham tank stopped by any building, maybe except a bunker...).
But giving damages and speed reduction is a solution, waiting the ability to destroy them...

The recuperation from a knock-down must be set accordingly to the tonnage : the heavier the mech, the longer it takes for standing up.

#24 Reith Dynamis

    Member

  • PipPipPip
  • 82 posts

Posted 07 June 2013 - 05:55 AM

View PostEl Bandito, on 07 June 2013 - 05:01 AM, said:

Totally buying 350 engines on all my Atlai if they implement knockdowns.


Thats funny, actually.


"It was game breaking if you were a light pilot like me. It was a rare occasion to survive getting knocked down, and the knock-down troll builds (it wasn't limited to the Dragon, but it was the best at it) were out-and-out griefing.

It's an important rule of thumb for games in general, and especially important for PvP games: Taking control away from the player is a bad thing.

And knockdowns took control away for 2-5 seconds, during which the only thing you could do was watch your 'mech getting destroyed.

It was a horrible, horrible implementation."


If your in a lightmech maybe should pilot like one and not try to skirmish. scout and attack from long range or do hit-and-fade strikes. this brawler mentality light pilots have is ridiculous.

Edited by Reith Dynamis, 07 June 2013 - 06:03 AM.


#25 Kitane

    Member

  • PipPipPipPipPipPipPipPip
  • Bridesmaid
  • 1,009 posts
  • LocationPrague, Czech Republic

Posted 07 June 2013 - 05:56 AM

I do like the idea of a Jenner running at full speed, jumping and ramming Atlas's head, causing the colossal machine to fall.

Legs could have general resistance against collision damage, making even JJing lights being able to jump and "kick" fatties in the face without legging themselves.

#26 stjobe

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,498 posts
  • LocationOn your six, chipping away at your rear armour.

Posted 07 June 2013 - 06:35 AM

View PostAlistair Winter, on 07 June 2013 - 05:31 AM, said:

Learn to play, dude. The knockdowns will just punish the light mech pilots who don't have any skills. Those light and medium mechs need a nerf anyway. It's not easy being a heavy or assault mech pilot these days.

Try playing a light and see how it compares.

As for the no-skill quip, I can only assume you didn't pilot a light during CB. I did, and when any 'mech on the field, be it friend or enemy, can knock you down, you learn to avoid getting close to other 'mechs like they're the plague. That still won't stop an enemy whose only mission on the field is to knock down 'mechs from blind-siding you.

View PostKitane, on 07 June 2013 - 05:43 AM, said:

But any light mech running at high speed into any medium/heavy/assault mech should faceplant himself and be knocked out for several seconds. A medium mech should probably go down with him as well, but any heavy or assault should be able to withstand it, unless the light mech jumped and hit the upper part of the mech.

Lights lying down after colliding weren't broken at all. A collision was always their fault.

Bovine manure. A collision *may* have been their fault, but it may just as easily have been a Dragon with a 400XL engine whose only job was to knock down as many 'mechs as possible as often as possible for his team-mates to kill. It was a strategy back then that I sure as hell don't want to see a resurgence of.

To be clear, I don't have anything against collisions and knock-downs per se, just the horribly broken, exploitable implementation we had back in CB, where getting clipped by just about anything meant I didn't get to play for 2-5 seconds, and every enemy in range got a free alpha or two at me. As I said, taking player control away is a major no-no in any game, and especially a PvP game.

View PostReith Dynamis, on 07 June 2013 - 05:55 AM, said:

If your in a lightmech maybe should pilot like one and not try to skirmish. scout and attack from long range or do hit-and-fade strikes. this brawler mentality light pilots have is ridiculous.

I've played lights pretty much exlusively since August 2012, please don't presume to tell me I don't know how to do it. It's not a question of "brawler mentality", it's a question of the knock-down mechanic we had being a broken one that punished light 'mechs disproportionally.

Again, I'd love having proper collision damage, and I do want knock-downs back in one form or another; just not the very broken implementation we had where getting knocked-down in a light was game over nine times out of ten, and where people started running ramming-'mechs to exploit that mechanic.

#27 Sephlock

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,819 posts

Posted 07 June 2013 - 06:38 AM

Quote

How Much Collisions Do You Want?


#28 Ngamok

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 5,033 posts
  • Twitter: Link
  • Twitch: Link
  • LocationLafayette, IN

Posted 07 June 2013 - 06:54 AM

I just want mech collisions. Like when those bad light mechs running at 130-150 run into my heavier mech, they fall over on their backs while their legs kick in the air like an over turned bug.

#29 Hotthedd

    Member

  • PipPipPipPipPipPipPipPipPip
  • The People's Hero
  • 3,213 posts
  • LocationDixie

Posted 07 June 2013 - 07:01 AM

View PostNgamok, on 07 June 2013 - 06:54 AM, said:

I just want mech collisions. Like when those bad light mechs running at 130-150 run into my heavier mech, they fall over on their backs while their legs kick in the air like an over turned bug.

Collisions and knockdowns are two separate things.

Collision damage is a must. Knockdowns need to be handled very carefully to minimize exploitation.

#30 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 07 June 2013 - 07:06 AM

View PostMustrumRidcully, on 07 June 2013 - 05:14 AM, said:

I just want collisions to stop mechs and inflict some minor damage.

Knockdowns I want to see very little. They are most likely to end up breaking the game, especially if they allow a "knock-down-lock" scenario.

This. I'd also like to see a very large degree of cockpit shaking ("earthquake simulator" just like JJs) from a collision for both parties involved.


View PostHotthedd, on 07 June 2013 - 07:01 AM, said:

Collisions and knockdowns are two separate things.

Collision damage is a must. Knockdowns need to be handled very carefully to minimize exploitation.

This is something that more people need to realize, particularly the first sentence. Collision = what happens when 2+ dudes run into each other. Knockdown = falling off of your feet.

There actually is collision damage in-game right now, but it is incredibly tiny (like 1 damage?). I once actually died from collision damage when I landed on an enemy Highlander's head, lol. I also once accidentally got a teamkill from ramming an almost dead teammate.

Edited by FupDup, 07 June 2013 - 07:07 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users