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Collisions...hate To Say It, But We Need It Bad


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#41 Murzao

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Posted 29 November 2013 - 07:56 AM

That first vid where it took 3 minutes to kill a hunchback.....................I mean sure knocking him over 20+ times might be annoying to the guy but if he would get on chat someone would have got an easy dragon kill.

Edit: and it's not like that Hunchie didn't have time to type in chat!

Second vid, hilarious......but back in the day I'd go ram those Jenners with a Centurion and/or 1 shot their tackler. There was actual reward for going fast AND being semi-heavy. The only times Dragons were any good and most people took mediums. Now with the slower hand holding zergfest of today the only mediums are the best pilots that adapted to a (jump)sniper role.

Edited by Murzao, 29 November 2013 - 07:57 AM.


#42 Bagheera

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Posted 29 November 2013 - 09:08 PM

View Poststjobe, on 28 November 2013 - 03:24 PM, said:

Using TT rules, a Jenner charging an atlas at 150kph (15 hexes moved) would do 3*15=45 damage to the Atlas and takes 10 damage itself. Not "functionally destroyed" by any means, not even with the TT armour values.

I understand that the bus drivers of MWO (slow heavy/assault pilots) find it irritating that fast lights are hard to hit and get up close where they're even harder to track, but you shouldn't be calling for collisions, you should be calling for physical attacks.

A kick from an Atlas did 20 damage to the legs of whatever it kicked, and a punch did 10 damage. Nothing really says "keep your distance" like a swift, AC/20 damage level kick to the legs.


I don't drive buses and you may have missed it but I have been calling for melee attacks since closed beta. ;)

I must have been confusing that maneuver with DFA then, because I could have sworn a Jenner jumping at an Atlas would take enough leg damage for it to be a very bad idea - not really sure the charging tables apply in your flying Jenner example. Since I'm only working from rough memory, I'll concede to the superior knowledge on that point.

Still, in those days the offending Jenner rarely fell to the ground - which could have been easily fixed. And frankly, the flying Jenner kick was the tip of the iceberg of what was wrong with the implementation. Hunchie bounced off everything - even stationary lights when Hunchie was doing 115+ would cause poor Hunchie to bounce to the ground and sometimes the light might fall over too.

The whole implementation was a travesty, but after the Dragon was fixed it was arguably better than what we have now - which is mechs that get snagged on each other, assigning damage seemingly at random, and pilots that drive like **** because they never had to learn. :( The random damage is a minor nuisance, but it's the bad piloting that the lack of collision has promoted that is the real problem.

Edited by Bagheera, 29 November 2013 - 09:16 PM.


#43 Raghnall

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Posted 01 December 2013 - 09:29 AM

I am for some collison damage making it into the game. I am sure everyone has gone weaponless during their playtime, and besides accepting fate and dying or running to flag cap... I would think throwing your mech against the enemy is valid. We can't punch out eject so we are going to die anyway.

Knock downs were definately cheese however, and should be very limited if at all. Or only when a certain weight difference exists.

#44 Stingray Productions

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Posted 01 December 2013 - 09:34 AM

View PostRaghnall, on 01 December 2013 - 09:29 AM, said:

I am for some collison damage making it into the game. I am sure everyone has gone weaponless during their playtime, and besides accepting fate and dying or running to flag cap... I would think throwing your mech against the enemy is valid. We can't punch out eject so we are going to die anyway.

Knock downs were definately cheese however, and should be very limited if at all. Or only when a certain weight difference exists.

would definitely require work to balance, can't just throw it in there and expect everyone to like it.

#45 Raghnall

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Posted 01 December 2013 - 10:06 AM

View PostStingray1234, on 01 December 2013 - 09:34 AM, said:

would definitely require work to balance, can't just throw it in there and expect everyone to like it.


It would definately require work. But both collisons and melee have been a long part of Battletech and Mechwarrior universe. It would be another layer of combat that is currently missing from MWO. Things have been stale in MWO for awhile now.

#46 Stingray Productions

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Posted 01 December 2013 - 11:32 AM

View PostRaghnall, on 01 December 2013 - 10:06 AM, said:


It would definately require work. But both collisons and melee have been a long part of Battletech and Mechwarrior universe. It would be another layer of combat that is currently missing from MWO. Things have been stale in MWO for awhile now.

i personally don't care for melee weapons even though they were in battletech. However, if they ever add the hatchetman, then melee is a must!

#47 Training Instructor

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Posted 01 December 2013 - 12:35 PM

Let me know when they hire a team of even marginally talented coders.

To me, their lack of coding talent, and overabundance of artistic talent, is a tragic mistake that's been dragged out for far too long. A company has to balance these departments, and PGI's weakest department throughout their development cycles of this game has always been coding. No amount of PR pushes or community 're-engagement' will provide any kind of long-term benefits if the code guys aren't up to snuff.

People ask, "How can they push out new mechs all the time but never new content?"
Easy answer. Any new content they can dream up has to be coded, and that's where the roadblock is. Their mech design team is pretty good, even if though by the scale of some of their lighter mechs it's pretty clear that team doesn't actually play the game very often. All the other stuff though has to be coded. Hit boxes, hit registration, net code, etc. Apparently for a company on a budget, headquartering yourself in the most expensive city in North America isn't a great way to lure top talent at reasonable prices. Meanwhile, content yourself with founders and phoenix money being spent on overpriced office space and inflated salaries to make it livable for employees in the Vancouver area.

For example, if you look at blizzard's job postings, you'll notice that their creative team is all in Cali, but not in a terribly expensive city. You'll notice that their network and server team is mostly in Austin, which is much cheaper than Cali, and has an abundance of server experts, due to many tech companies in the area. If you need a new netcoder in Austin, it's a short search, even if you have to relocate someone there. Yes, PGIs servers are in Toronto, but they haven't exactly mentioned where their lead programmers are located. Either way, their netcode guys are terrible, and have always been terrible except for a brief few months when they first implemented HSR. What ever happened with that by the way? Why has it gotten so much worse with further iterations?

Edited by Training Instructor, 01 December 2013 - 12:41 PM.


#48 Khobai

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Posted 01 December 2013 - 01:10 PM

knockdowns definitely need to come back. light mechs should not be able to run upto enemy mechs and facehug them without penalty.

Quote

would definitely require work to balance, can't just throw it in there and expect everyone to like it.


why not? pgi has done that with every other "feature".

#49 AdultPuppetShow

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Posted 26 December 2013 - 06:54 PM

Honestly I'm just tired of getting my legs humped by 4 machine gun spiders.

#50 FupDup

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Posted 26 December 2013 - 06:58 PM

View PostAdultPuppetShow, on 26 December 2013 - 06:54 PM, said:

Honestly I'm just tired of getting my legs humped by 4 machine gun spiders.

The majority of MG Spiders on the field right now--and Spiders in general--are the © trial variant. By nature, this means that most of them are also total nubcakes. Bad players in lights are one of the easiest foes to kill in the entire game. Trial Spiders are fairly often the first mechs to die in a given match, or at the very least they will get pretty banged up early on.

They're basically pinatas filled with C-Bills and XP, just waiting to be popped open.

Edited by FupDup, 26 December 2013 - 06:58 PM.


#51 Rebas Kradd

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Posted 26 December 2013 - 07:24 PM

I doubt we'll ever see collisions back. The game is already complicated and PGI is likely to just give us the "new player accessibility" line once we ask for it again.





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