Restarted - Why No Longer Knockdown?
#1
Posted 08 March 2014 - 04:01 PM
I once drove a mech named the Hatchet...
Now my Atlas can't even get a Locust to falter....
That seems.. Fcked?
Why no collisions any longer?
#2
Posted 08 March 2014 - 04:04 PM
Well, it was easily abused as well, but it certainly had a charm.
Edited by Mcgral18, 08 March 2014 - 04:04 PM.
#3
Posted 08 March 2014 - 04:12 PM
Well, at least nothing gets abused in MWO now days.......
#4
Posted 08 March 2014 - 04:14 PM
#5
Posted 08 March 2014 - 04:15 PM
I want it back(as a primary Light pilot) but only if it is properly executed.
#6
Posted 08 March 2014 - 04:15 PM
Mcgral18, on 08 March 2014 - 04:04 PM, said:
Well, it was easily abused as well, but it certainly had a charm.
Thats not abuse. Thats how it works.
I do remember some flaws about how the different weight and engine powers had effect, but..
It was supposed to work like that!
#7
Posted 08 March 2014 - 04:23 PM
Right now I had a Boars Head run straight into a catapult - and I clipped through it. Right. Like water through rain.
That's not how its ever supposed to work. At least let it shake up the cockpit a lá LRM impacts.
#8
Posted 08 March 2014 - 04:24 PM
DukeP, on 08 March 2014 - 04:23 PM, said:
Right now I had a Boars Head run straight into a catapult - and I clipped through it. Right. Like water through rain.
That's not how its ever supposed to work. At least let it shake up the cockpit a lá LRM impacts.
Knockdown is coming back... once PGI gets around to properly implementing it.
#9
Posted 08 March 2014 - 04:25 PM
#11
Posted 08 March 2014 - 04:52 PM
DukeP, on 08 March 2014 - 04:15 PM, said:
I do remember some flaws about how the different weight and engine powers had effect, but..
It was supposed to work like that!
It is TOTALLY abuse. Knockdowns were used to 'stun lock' opponents, which is an ability the Devs want to keep out of the game. (Which is why Flamers cannot overheat anyone, just raise their heat to 90%)
#12
Posted 08 March 2014 - 06:04 PM
Davers, on 08 March 2014 - 04:52 PM, said:
It is TOTALLY abuse. Knockdowns were used to 'stun lock' opponents, which is an ability the Devs want to keep out of the game. (Which is why Flamers cannot overheat anyone, just raise their heat to 90%)
I think they just need to introduce a 'stumble'; something not as drastic as a complete knockdown but something that will distrupt someone firing on another mech.
Just yesterday I was running my Jagermech brawler build with a standard engine for durability and ended up with all my weapons destroyed but still able to move. I felt kind of useless running around between the enemy mechs trying to get them to fire on me instead of my teammates. Running in between the two mechs hurts my teammate too (he can't fire if I'm in the way) but if I were able to run into the side of an enemy mech to get his attention it would have helped my team.
I don't understand how they can implement varying cockpit shakes for each weapon but not varying cockpit shakes for two mechs running into each other (light mech hits a heavy, the light shakes a lot and the heavy shakes a little - two mediums hit and the cockpits shake equally).
#13
Posted 09 March 2014 - 06:07 AM
#14
Posted 09 March 2014 - 06:16 AM
#15
Posted 09 March 2014 - 08:12 AM
Foxfire, on 08 March 2014 - 04:24 PM, said:
Knockdown is coming back... once PGI gets around to properly implementing it.
I'll file this under I'll believe when I see it but I won't hold out hope for it. Nothing would make me happier to see knockdown put back in (especially with a decent damaging factor to the mechs), but I was also told there would be no third person, that I wouldn't have to play in third person, that cw would be at launch, 2 months after launch, and now later this year. I was also told that I would be able to drop in any group size once ELO and 12 man groups were launch, so, I could actually play with my group instead of leaving that odd man out. At this point I will be extremely surprised to see Knockdown be introduced back to the game in any foreseeable future.
#16
Posted 09 March 2014 - 02:00 PM
Mechs belonged to a feudal system. They where heirlooms, handed down. Knights and armour in one.
You where at a disadvantage, if You did not have at least one "hand" on your mech. Improvised weapons where dangerous!
A good weapon did your weight in tonns divided by 5 in damage (so DONT' close with an Atlas with a hand weapon!). Even an uppercut or a kick was devastating.
Why the melee? Because actuators and armour was easy to repair - weapons was not. Much knowledge was lost.
In MWO.... Hands are an disadvantage all around. Just wasted slots where larger weapons could have been.
Soo sad.
#18
Posted 10 March 2014 - 08:22 AM
#20
Posted 11 March 2014 - 05:11 AM
Lyoto Machida, on 11 March 2014 - 12:20 AM, said:
The teleporting wasn't even really an issue (for patient pilots, anyways). Just wait a couple extra seconds and BAM!
it was quite an issue, it was an obvious sign how terrible the game's net code was. Any hope of the game looking like a quality product went to shambles whenever someone got knocked down. Immersion? Oh, look, teleporting mech!
Stunlocks were bad for balance, teleporting mechs bad for look and feel.
I don't think that mechs should fall over because they hit each other. That should be a rare occassion. Most hits should simply lead to both mechs stopping and maybe shaking a lot. Okay, if you must, also deal some damage to both mechs.
Edited by MustrumRidcully, 11 March 2014 - 05:12 AM.
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