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Is Knock Down Ever Coming Back?

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#1 Ecrof

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Posted 15 July 2014 - 02:52 PM

Is there a chance that knock down will be added back to the game? (because light mech need another nerf) It would be fun to be able to knock mechs out of the air even if that was the only time you could knock them down? I think that would add some balance to the mechanic.
Posted Image
Posted Image

Edited by Ecrof, 15 July 2014 - 02:58 PM.


#2 FupDup

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Posted 15 July 2014 - 02:56 PM

View PostEcrof, on 15 July 2014 - 02:52 PM, said:

...(because light mech need another nerf)...

Start up the game and hover your mouse over the "Play Now" button, and you'll see why the piece I snipped out is wrong.


But back on-topic, they were bad for the game.







No bumper cars with robot skins, please.


Are they coming back? They probably are at some point in time, but that doesn't change how broken they are/will be.

#3 Ecrof

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Posted 15 July 2014 - 03:00 PM

View PostFupDup, on 15 July 2014 - 02:56 PM, said:

Start up the game and hover your mouse over the "Play Now" button, and you'll see why the piece I snipped out is wrong.


Sarcasm :P^

What if it only worked while they were using Jump jets or In the air? I want to be able to tackle poptarts, jumping up and down to spread damage while being rammed by an atlas should not work

Edited by Ecrof, 15 July 2014 - 03:13 PM.


#4 Clit Beastwood

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Posted 15 July 2014 - 03:03 PM

knockdowns + arty = fuuuuuun

#5 The Dreaded Baron B Killer

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Posted 15 July 2014 - 03:20 PM

honestly it looks more fun than the LRMfests, alpha strike hugs we see most of the time... Don't see why my atlas has to have a medium run into it and get cornered or stuck getting pounded by something half its weight.

#6 Clit Beastwood

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Posted 15 July 2014 - 03:23 PM

View PostBaronBastardKiller, on 15 July 2014 - 03:20 PM, said:

honestly it looks more fun than the LRMfests, alpha strike hugs we see most of the time... Don't see why my atlas has to have a medium run into it and get cornered or stuck getting pounded by something half its weight.


Just understand that if a 50 ton mech hits a 100 ton mech at a combined speed of 150+ kph, they're both going down. It's not going to be an Atlas mowing down everything.

#7 Sandpit

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Posted 15 July 2014 - 03:23 PM

View PostBaronBastardKiller, on 15 July 2014 - 03:20 PM, said:

honestly it looks more fun than the LRMfests, alpha strike hugs we see most of the time... Don't see why my atlas has to have a medium run into it and get cornered or stuck getting pounded by something half its weight.

not if collisions worked properly. You're referring to a bugged system.

#8 Ecrof

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Posted 15 July 2014 - 03:23 PM

View PostBaronBastardKiller, on 15 July 2014 - 03:20 PM, said:

honestly it looks more fun than the LRMfests, alpha strike hugs we see most of the time... Don't see why my atlas has to have a medium run into it and get cornered or stuck getting pounded by something half its weight.


I like standing behind mechs in my Locust. :D No more backing up for you. :P

#9 Aresye

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Posted 15 July 2014 - 03:27 PM

View PostEcrof, on 15 July 2014 - 03:23 PM, said:


I like standing behind mechs in my Locust. :lol: No more backing up for you. :P


Picturing an entire team's worth of mechs all rolling down a ramp on Terra Therma because some Locust pug decided to stand behind them :D

#10 The Dreaded Baron B Killer

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Posted 15 July 2014 - 03:34 PM

View PostFierostetz, on 15 July 2014 - 03:23 PM, said:


Just understand that if a 50 ton mech hits a 100 ton mech at a combined speed of 150+ kph, they're both going down. It's not going to be an Atlas mowing down everything.


I have no problem with that.... Just show me a medium that runs that fast... currently there are maybe only one or two lights that run those speeds....

Or are you not currently aware of what most medium mechs run?

View PostEcrof, on 15 July 2014 - 03:23 PM, said:


I like standing behind mechs in my Locust. :D No more backing up for you. :P


100 ton mech falling over you wouldn't exactly do you any favors...

they don't call them the Fatlas for nothin ya know!

#11 Ecrof

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Posted 15 July 2014 - 04:33 PM

View PostBaronBastardKiller, on 15 July 2014 - 03:34 PM, said:


I have no problem with that.... Just show me a medium that runs that fast... currently there are maybe only one or two lights that run those speeds....


Cicada goes 151.5kph.

Edited by Ecrof, 15 July 2014 - 04:37 PM.


#12 The Dreaded Baron B Killer

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Posted 15 July 2014 - 04:42 PM

View PostEcrof, on 15 July 2014 - 04:33 PM, said:


Cicada goes 151.5kph.


http://mwo.gamepedia...tegory:Playable

shows them at clocking at around 120-130... although with elited skills could get close to 150 i suppose... however OP said 150+... over 150....

#13 Creovex

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Posted 15 July 2014 - 05:30 PM

Let me put it out there (as I have a million times before regarding this topic).....

Knockdown was cool looking but sucked in implementation. Imagine playing river city and backing up to avoid incoming LRMs...... BAM! You clip your teammate and you both go down.... bam bam bam as you continue to get pummeled from LRMs as you slowly get up. You finally get up and an enemy Commando comes running straight into you. Down again you are still getting pummeled by more LRMs. You finally get up again, free to move around but after the knockdowns and slow recovery you are at less than 50% and missing a leg. You start to move again making your way around the map and then BAM! Friendly knockdown occurs again..... at this point you might as well do nothing as you have almost no health left and have yet to fire.... all because of simple knockdown component.

It sounds cool in theory but unless it is completely rewritten it annoys the **** out of just about everyone.

Edited by Creovex, 15 July 2014 - 05:31 PM.


#14 Clit Beastwood

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Posted 15 July 2014 - 05:33 PM

View PostBaronBastardKiller, on 15 July 2014 - 03:34 PM, said:

I have no problem with that.... Just show me a medium that runs that fast... currently there are maybe only one or two lights that run those speeds....

Or are you not currently aware of what most medium mechs run?


Let's break it down to a middle school math problem and see if we can't help you get this figured out...

If mech (a) is going 100kph directly towards mech (B ), and mech (B ) is headed toward mech (a) at 50 kph, the *combined speed* would be.... What? Want to take a whack at it? I put the word "combined" in my original post for a reason.

Light mechs that break the 150 mark
- locust (169 kph)
- commando (172 kph)
- spider (171 kph)
- raven (152 kph - don't remember if huginn's faster. Not at a computer)
- Jenner (152 kph)

I can make a list of mediums that'll break 100 if you need it.

Please read a post fully before you reply to it in a snarky manner.

View PostAresye, on 15 July 2014 - 03:27 PM, said:


Picturing an entire team's worth of mechs all rolling down a ramp on Terra Therma because some Locust pug decided to stand behind them :P


3 mech stooges! Nyuk nyuk nyuk

Edited by Fierostetz, 15 July 2014 - 05:32 PM.


#15 MAXrobo

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Posted 15 July 2014 - 06:05 PM

I loved collisions back in the day, they made the game so much more fun. However I also recognize that they were completely broken. I think instead of actually falling over when you hit another mech, it acted as more of a stagger. both mechs would get pushed away from each other a little and get a huge speed cut depending on the speed and weight of each mech that collided.

So if say, a jenner rammed the leg of an atlas, the atlas would only turn a bit and its speed might drop down to 70% or so, but the jenner would lurch to the side a couple meters and get spun around 90 degrees as well and get cut down to 10% speed. both would be able to instantly accelerate again and move on, but the aim of both would be thrown off and the jenner would have to re-position a bit.

#16 Sephlock

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Posted 15 July 2014 - 06:20 PM



No.

View PostFupDup, on 15 July 2014 - 02:56 PM, said:

No bumper cars with robot skins, please.


Are they coming back? They probably are at some point in time, but that doesn't change how broken they are/will be.

Dude, everything you showed was more fun than.. all the other content in the game combined, up to but not including the Clan mechs (which are already starting to get nerfed).

#17 A Man In A Can

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Posted 15 July 2014 - 06:21 PM

Just to be clear....


Posted Image

This? Yes, please.

Posted Image

This? Maybe.

Posted Image

That? No, thanks.

This being said, I think the dev's development time is pretty booked until 2015. Check back then when they have an opening. :P

Edited by Mechwarrior Mousse, 15 July 2014 - 06:23 PM.


#18 Sandpit

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Posted 15 July 2014 - 06:43 PM

View PostMechwarrior Mousse, on 15 July 2014 - 06:21 PM, said:



This being said, I think the dev's development time is pretty booked until 2015. Check back then when they have an opening. :P

is that when they run out of mech pack ideas to dell everyone? :lol: :D

#19 A Man In A Can

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Posted 15 July 2014 - 07:19 PM

View PostSandpit, on 15 July 2014 - 06:43 PM, said:

is that when they run out of mech pack ideas to dell everyone? :D :P

I'm sure they've got plenty more packs they could sell in 2015. Including but not limited to the other eight original clan omnis (perhaps with a few 3055/58 fan-favorite Omnis thrown in there based on year availability) and the much requested Clanbuster IS mechs (minus their trademark variants barring no time jump).

After that, there will probably be packs that coincide with major lore events following time jumps to that era, one each year perhaps until the licence either ends or gets renewed.

Either way, PGI will be busy until the end of the year playing catch-up on CW elements. So I'm going to expect they have no extra time to work on anything else unless they prove otherwise. :lol:

#20 divinedisclaimer

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Posted 15 July 2014 - 07:26 PM

They could safely re-activate it only for falls beyond a certain speed, if they could figure out how to do it for that case only.





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