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Mech Clipping ****


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#1 Graugger

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Posted 18 May 2014 - 07:49 PM

This entire, enemy mech charges into you and walks THROUGH you crap is getting ridiculous, In a Jager and just had another Jager walk THROUGH me then core me in the back because of this glitch. Oh yeah and the mechs disappearing when you're firing at them inside tunnel in Crimson City but they can see you clear as day crap is bull as well.

#2 Levi Porphyrogenitus

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Posted 18 May 2014 - 08:35 PM

Tunnel visual issues should probably be reported to PGI via tickets or map feedback posts or something.

As for clipping, it's super annoying. I've been screwed over by it many times myself. I wish PGI could add some kind of reliable collision detection, even if it doesn't include knockdowns and collision damage. Just being able to have predictable body blocking (and being able to know that the enemy who's jammed up against your buddy won't swap places with him just as you click that fire button).

#3 Koniving

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Posted 18 May 2014 - 08:41 PM

View PostGraugger, on 18 May 2014 - 07:49 PM, said:

This entire, enemy mech charges into you and walks THROUGH you crap is getting ridiculous


Just imagine if you could knock each other down.

Despite the title this is related.




#4 Mcgral18

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Posted 18 May 2014 - 08:48 PM

View PostKoniving, on 18 May 2014 - 08:41 PM, said:


Just imagine if you could knock each other down.

Despite the title this is related.





That LRM fire....came in at almost a flat trajectory when in direct sight...

Some of these old videos make me miss the closed beta.

As for the topic, it is very annoying to have a mech run through you. Not sure if there's anything you can do about it.

#5 FupDup

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Posted 18 May 2014 - 08:57 PM

Having better collision detection, i.e. reduce/remove "warping"...yes.

Having knockdowns as a result of those collisions...I'm gonna have to say no to.



#6 Koniving

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Posted 18 May 2014 - 09:27 PM

View PostFupDup, on 18 May 2014 - 08:57 PM, said:

Having better collision detection, i.e. reduce/remove "warping"...yes.

Having knockdowns as a result of those collisions...I'm gonna have to say no to.


Dragon was given the 'weight' of an Atlas, and subject to many of PGI's flawed concepts in balancing. Knockdowns need resistances to maintain balance when being rammed. For example, the true purpose of the Gyro is to assist in maintaining balance. If stationary it should be harder to be knocked over than when moving, and then other things should come into play. For example if you are hit from the side, it's very likely you should fall over because you wouldn't see it coming. From behind, you're going forward anyway it's easy to catch yourself, and head-on you expect it. Of course, when you do fall it needs to be from an overwhelming force (or a collision when you could not resist it, say rammed during a jump; slugged by rounds while in mid air).

View PostMcgral18, on 18 May 2014 - 08:48 PM, said:

That LRM fire....came in at almost a flat trajectory when in direct sight...


Back then, to fire 'up and over things', you had to establish the lock, throw your arms into the air (to aim upwards) fire the missiles and quickly re-establish lock if you wanted to fire up and over a hill. There was no easy button. Much like in lore, the "ballistic launch angle". I rather liked it because I like controlling whether I fire straight at the target or up and over.

Edited by Koniving, 18 May 2014 - 09:29 PM.






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