Corwin Vickers, on 26 April 2014 - 08:43 PM, said:
And what no one who advocates collisions ever references correctly is that it is the chargee who does more damage and takes less damage. So it's the assault mechs who get the worst end of the deal. Of course no one wants that though....
You also don't see people asking to get knocked down everytime they take 20 damage in 10 seconds. You don't hear people talking about how they want their atlas to try and kick a locust, miss, fall on it's back and crit it's gyro and never be able to stand again. These are all part of the rules.
That's not cannon and that's not physics. Just another "assault mechs aren't powerful enough" post. As if clicking on your mech selection should be the determining factor in whether you win on the battlefield.
I can say that I'd like collisions to work with a proper physics based damage model where both sides take damage. Certain weapons (hands, feet, weapons) might have varying amounts of damage reduction.. so if you use the proper tool you come out ahead, but pure collisions to knock over mechs should do equal damage to both mechs.
As for gyros and gyro crits: I think it IS terribly unfun to get knocked over and not be able to move.
What I suggested a while back in this thread is that your gyro gets a force vector that offsets falling over. If you get knocked, and your gyro's force vector magnitude is larger than the imbalancing force vector you stay up... but get shaken.
Crits to the gyro would steadily decrease your mechs ability to counter being knocked over. If it's destroyed I'd also like to see your mech go very slowly... like losing a leg (which by TT should knock you over).
I think there's a middle ground where penalties could be worked up, but not completely invalidate fun in a 10 minute shooter match. Another idea is to have step wise return to standing. Get knocked over... retain control and shoot from the ground, tap the direction button and move to kneeling in that direction, tap again, move to standing. All the time being able to fire.
And YES I want weapon recoil for the shooter, and knockdown chance(not a chance based on the state of your gyro and mech's size) from the force vector applied from HUGE weapon hits.
As for roots/snares/ect... think about what has to happen for that in this game if it's based on a grab... you have to be in range, you'd have to be able to latch onto something you can hold... that's what 5m range? It would actually add to team tactics and brawling in a big way. It would make the long range game a little more dangerous. Both are good things.
Edited by Prezimonto, 27 April 2014 - 06:54 AM.