Jump to content

How Much Collisions Do You Want?


29 replies to this topic

#1 Alistair Winter

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Storm
  • Storm
  • 10,823 posts
  • LocationBergen, Norway, FRR

Posted 07 June 2013 - 03:26 AM

It's a given that mechs will fall down when they hit each other doing 100 kph. But looking at the way people are piloting (including myself), everyone's constantly running into walls, trucks, wreckage, etc. At the moment, this just causes the mech to moonwalk on the spot, and then catapulting forward at max speed as soon as the pilot changes direction.

It'll be interesting to see how often mechs actually come to a stop due to terrain collision and how often they fall down. For example, if a mech runs straight into a truck that is too tall to step over, the mech should fall down, IMO. But if mechs keep falling down or coming to a stop, then brawling is going to look like a bar fight on St. Patricks day, with half the players flopping on the ground while snipers and LRM boats are blasting them from a distance.

I'd personally like to see as realistic collisions as possible, and I'd like to see mechs fall down if they run at full speed into a wall. But I have a sneaking suspicion that a lot of players will find it less fun than the current Quake-mode.

#2 Brilig

    Member

  • PipPipPipPipPipPipPip
  • Philanthropist
  • 667 posts
  • LocationTexas

Posted 07 June 2013 - 03:34 AM

I figure you should be able to bump into a building/cliff at walking speed and not get tipped. Hitting it at a jog, or a run should knock you down.

Running onto hills should slow you down as long as it is a slope, and not vertical. I would think that a mech could run through a truck without getting knocked over, maybe slowed down.

Edit:Clarity.

Edited by Brilig, 07 June 2013 - 03:37 AM.


#3 Adridos

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 10,635 posts
  • LocationHiding in a cake, left in green city called New A... something.

Posted 07 June 2013 - 03:43 AM

If anything, it should at least slow the mech to a halt.

#4 The Cheese

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 2,558 posts
  • LocationMelbourne, Australia

Posted 07 June 2013 - 03:44 AM

View PostAlistair Winter, on 07 June 2013 - 03:26 AM, said:

But if mechs keep falling down or coming to a stop, then brawling is going to look like a bar fight on St. Patricks day, with half the players flopping on the ground while snipers and LRM boats are blasting them from a distance.

Ah, to be in closed beta again...

#5 mekabuser

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,846 posts

Posted 07 June 2013 - 03:49 AM

gyro gyro gyro gryo gyro gryo gryo

depends on the size of the mech. I agree. what we had before was really garbage..
Its 15 years or so since mw4.. How about something that at least tries to emulate a gyro?


tbh, everyone talks about just how great the mech animations are...
They are ok... and ok only.. Yes , the models are great, but once again,, the cockpits? not so much..
Hell riding in my treb last night, and let me tell you, theres nothing great about that experience... Another vanilla cockpit in conjunction with a glidy animation that imparts exactly zero feeling of being in a 40 or 5o ton mech.

yes devs, i play everyday.. because i LOVE the base mechanics of mechwarrior combat.. But if i was actually evaluating the game report card style its practically a failure.
So much wasted potential that i fear will never be implemented.

#6 Liberator

    Member

  • PipPipPipPipPip
  • 119 posts

Posted 07 June 2013 - 04:19 AM

I have previously suggesting that pilot xp on mechs could be used to unlock pilot or gunnery efficiencies, this would be a sort of tech tree so it's not MAX EVERYTHING but rather a choice to make; will i be good at moving and not falling in this mech, or will i focus on being a skilled gunner and snipe, maybe even strike a balance?

#7 XSerjo

    Member

  • PipPipPipPipPipPip
  • 386 posts

Posted 07 June 2013 - 04:25 AM

I want to knock-down Atlas in my light/medium flyer. That would be enough =).

#8 Soy

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,689 posts
  • Locationtrue Lord system

Posted 07 June 2013 - 04:28 AM

I want to truckstick noobs.

For example, like this:



and this

edit: damn, hard to find good clips of those

Edited by Soy, 07 June 2013 - 04:39 AM.


#9 Tennex

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 6,619 posts

Posted 07 June 2013 - 04:29 AM

i want all of the collisions

Edited by Tennex, 07 June 2013 - 06:36 AM.


#10 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 07 June 2013 - 04:34 AM

New module:

Advanced Gyro--with 50% less chance of getting knocked down.



Wait, they already had something similar in MW4.

#11 KrazedOmega

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 499 posts
  • LocationSaskatchewan, Canada

Posted 07 June 2013 - 04:55 AM

I think mechs should just stumble for small collisions and glancing hits and only fall over from big hits or when moving at top speed. I remember in closed beta while piloting my Jenner that just looking at another mech while slowly bumping into it would throw me on my face or *** every time. It was too much.

#12 stjobe

    Member

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

Posted 07 June 2013 - 04:57 AM

View PostBrilig, on 07 June 2013 - 03:34 AM, said:

I figure you should be able to bump into a building/cliff at walking speed and not get tipped.

Which also ties nicely into my wish to have a throttle stop at "walking speed" (67% max speed), requiring a release/re-push to go faster/slower than that.

Edit: I went ahead and told the devs about my wish in a Feature Suggestion, feel free to vote in the poll or comment on the idea.

Edited by stjobe, 07 June 2013 - 05:09 AM.


#13 Vodrin Thales

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • 869 posts
  • LocationFlorida

Posted 07 June 2013 - 05:01 AM

View PostAlistair Winter, on 07 June 2013 - 03:26 AM, said:

It's a given that mechs will fall down when they hit each other doing 100 kph. But looking at the way people are piloting (including myself), everyone's constantly running into walls, trucks, wreckage, etc. At the moment, this just causes the mech to moonwalk on the spot, and then catapulting forward at max speed as soon as the pilot changes direction.

It'll be interesting to see how often mechs actually come to a stop due to terrain collision and how often they fall down. For example, if a mech runs straight into a truck that is too tall to step over, the mech should fall down, IMO. But if mechs keep falling down or coming to a stop, then brawling is going to look like a bar fight on St. Patricks day, with half the players flopping on the ground while snipers and LRM boats are blasting them from a distance.

I'd personally like to see as realistic collisions as possible, and I'd like to see mechs fall down if they run at full speed into a wall. But I have a sneaking suspicion that a lot of players will find it less fun than the current Quake-mode.


I think the game will be much more fun if they just don't ever bring knockdowns back. Just have the throttle set to 0 with any substantial collision (terrain or mechs) and apply damage appropriate to the relative speed of the collision.

#14 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 07 June 2013 - 05:01 AM

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

#15 Livewyr

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 6,733 posts
  • LocationWisconsin, USA

Posted 07 June 2013 - 05:08 AM

Definitely think we should have the standard knockdowns (mech on mech action) but terrain knockdowns should wait until the terrain is actually coded properly. (I do think that in the end, a Jenner running 150 kph over a boulder should produce a faceplant.. but right now, it'd likely face plant just running in the canyon.)

Also: DFAs.

#16 MustrumRidcully

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,644 posts

Posted 07 June 2013 - 05:14 AM

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.

#17 Kitane

    Member

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

Posted 07 June 2013 - 05:20 AM

Funny, I didn't have issues with the way collisions were implemented in CB. Not exactly super realistic but it did the job, it punished hugging and bad piloting. Dragon bowling was a bit silly, but hardly a game breaking thing.

No matter.

Movement speed should be affected by a slope with speed reduced in both directions.
Hitting any large obstacle at more than 50% of the max speed should cause damage, the damage would increase with the speed.
Mechs with engine larger than stock should receive extra damage from collisions and colliding at speed larger than stock (+ some extra %) should cause a knockdown. After all if the mech is running at speed higher that its frame was designed for, it deserves some kind of increased vulnerability.
Hitting another mech should do enough damage with respect to their relative tonnage and speed (it's not a rocket science...). Both friendly and enemy collisions should be active.
The end game result screen should display amount of collision damage caused to enemies and friendlies. Friendly damage should be treated as team damage.
Any collision should be treated like a force impact and cause cockpit shake, disrupting aiming and knocking off current convergence.

Dragon and Highlander should have bonus resistance against collisions :evil:

Edited by Kitane, 07 June 2013 - 05:22 AM.


#18 stjobe

    Member

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

Posted 07 June 2013 - 05:27 AM

View PostKitane, on 07 June 2013 - 05:20 AM, said:

Funny, I didn't have issues with the way collisions were implemented in CB. Not exactly super realistic but it did the job, it punished hugging and bad piloting. Dragon bowling was a bit silly, but hardly a game breaking thing.

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.

Edited by stjobe, 07 June 2013 - 05:28 AM.


#19 Hotthedd

    Member

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

Posted 07 June 2013 - 05:30 AM

I do not care HOW it is implemented as long as there is no "stun-lock" mechanic.

I would also like the view to remain in the cockpit during any knockdown, the 3rd person view shift when getting knocked down was a bit too arcade-y for me.

#20 Alistair Winter

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Storm
  • Storm
  • 10,823 posts
  • LocationBergen, Norway, FRR

Posted 07 June 2013 - 05:31 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.

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.




:)





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users