Mehlan, on 10 September 2013 - 04:52 PM, said:
It'd did seem that regards, damage was (in the case of the spider) applied to the legs of both targets, even when I used JJ and impacted the upper atlas torso, it took leg damage.
That's part of the removal of the old collision/knock-down code; all collision damage is applied to the legs. It's (hopefully) just a place-holder.
Raidyr, on 10 September 2013 - 04:59 PM, said:
the Commando variants. Nobody plays these mechs
Hey! I'm not nobody!
Prezimonto, on 10 September 2013 - 05:23 PM, said:
Lights should be afraid of being stepped on/knocked over.
Why? What does that add to the game, and why especially lights?
Prezimonto, on 10 September 2013 - 05:23 PM, said:
Conversely, if they're willing to take the risk they should be allowed to come at a huge mech, from that mechs blind side, at speeds that mech can not respond to, and have a decent chance to disable it for the 4 or 5 seconds it takes it to get back up... IF that light also has to sustain commensurate damage.
Two things: Getting knocked down is a non-fun experience and taking control away from the player is a major no-no in PvP game design. It's just not fun being killed while helpless to do something about it. This is perhaps my main gripe with knock-downs and/or stunlocks. They don't add enough fun to compensate for the endless non-fun they cause on the receiving end.
Also, "commensurate damage": Does the tackling player in e.g. in football suffer "commensurate" effects to the tackled player? Does a fist suffer "commensurate" damage as the chin it connects to? Does a nail suffer "commensurate" effects to the board it's driven into?
And most of all, do the two parties have the same armour level, or will "commensurate" damage in practice become another round of "punish the light"?
Prezimonto, on 10 September 2013 - 05:23 PM, said:
Light mechs can pick and choose their engagements due to speed.
To a certain extent, this is true. But remember, nothing is faster than a bullet.
Prezimonto, on 10 September 2013 - 05:23 PM, said:
An assault mech deserves to be a mean SOB in close if the pilot is good enough to maneuver the huge pile of bolts into collision distance with out dying.
Yes, but that would be better served by implementing punching and kicking instead of collisions. A kick from an Atlas does 20 damage to the legs of the 'mech hit; that's a lot of persuasive power to not get too close.
Prezimonto, on 10 September 2013 - 05:23 PM, said:
The only way to keep it balanced is to make sure that light mech has to carefully pick and choose the situations in which to attempt to bowl over fatty.
As a light pilot, I must strenuously object that the same must be applied to lights, especially if collision damage is high, or we're back to the closed beta griefing stage where people killed lights not by shooting them but by knocking them over. Over and over and over again, keeping players out of control of their 'mechs for most of a match. This is not fun for anyone but a bully.
Prezimonto, on 10 September 2013 - 05:23 PM, said:
It's all about speed and positioning. A good light pilot will rarely, if ever, have to worry about being knocked down
On the contrary, a good light pilot will constantly have to worry about being knocked down; what makes him good is the fact that he does constantly worry about it and that he also works constantly to avoid it - he has to or he dies from collision damage instead of enemy fire; perhaps even before doing damage to the enemy himself.
Make no mistake; collision damage and knockdowns will be toughest on light 'mechs, and reduce their playability the most. I urge everyone to keep this in mind when discussing these things; you're talking about the least played weight-class in the game by a rather large margin, and these things will more than likely make them less played since they will become harder to play at all, and much harder to play well.
Prezimonto, on 10 September 2013 - 05:23 PM, said:
If they stick to basic physics for the damage model lights will be fine.
I disagree. Just basic physics would preclude a light charging a heavier opponent as they would both take the same damage. Which means charging would go from useful for lights to unusable by lights.
Colonel Pada Vinson, on 10 September 2013 - 06:47 PM, said:
The point is that when 2 objects 25 tons or greater collide there is going to be damage, trip ups, and if an 80 ton mech lands on the head of another mech it should be doing damage and knocking one if not both mechs down to the ground. Basic physics and all.
Yes, but the big question is; does "basic physics and all" make for a better game? A more fun game? If it is implemented in a way that doesn't invalidate a whole weight class and adds more strategy and options to the game, sure, I'm all for it. If it's done in a way that resembles what we had back in closed beta, it's a big no from me. I don't ever want that grief-ridden bug-fest of a knock-down mechanic back.