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Please Improve Ragdoll Death Physics


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#1 Vertigo 1

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Posted 21 August 2014 - 07:28 AM

Am I the only one who thinks it looks ridiculous when a supposed 85 ton 'Mech goes limp and collapses upon destruction; sometimes even bouncing or rolling around as if it were a plush doll?

When these hulking metal giants get gunned down, they should crash into the ground with a loud THUD and kick up a plume of dirt, shaking the cockpits of any other 'Mechs in the immediate vicinity. And maybe even a better death explosion for good measure.

Edited by Vertigo 1, 21 August 2014 - 10:13 AM.


#2 Jman5

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Posted 21 August 2014 - 07:30 AM

I think it's kind of funny. I wish the game would crank ragdoll physics up to 11.

#3 Bishop Steiner

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Posted 21 August 2014 - 07:30 AM

View PostVertigo 1, on 21 August 2014 - 07:28 AM, said:

Am I the only one who thinks it looks ridiculous when a supposed 85 ton 'Mech goes limp and collapses upon destruction; sometimes even bouncing or rolling around as if it were a plush doll?

When these hulking metal giants get gunned down, they should crash into the ground with a loud THUD and kick up a plume of dirt, shaking the cockpits of any other 'Mechs in the immediate vicinity.

you would deprive me off my entertainment, watching cartwheeling and breakdancing mechs?

SURAT!

#4 Scratx

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Posted 21 August 2014 - 07:31 AM

View PostVertigo 1, on 21 August 2014 - 07:28 AM, said:

Am I the only one who thinks it looks ridiculous when a supposed 85 ton 'Mech goes limp and collapses upon destruction; sometimes even bouncing or rolling around as if it were a plush doll?

When these hulking metal giants get gunned down, they should crash into the ground with a loud THUD and kick up a plume of dirt, shaking the cockpits of any other 'Mechs in the immediate vicinity.


Well, what I think you want is not so much removing ragdoll physics, but tuning them so they behave more like they should.

If that's what you really mean, yes, I agree.

#5 John1352

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Posted 21 August 2014 - 07:33 AM

I think its about right. You occasionally get a really funny rolling down hill one for the last mech. Maybe there should be a bit less rolling on flat ground.

#6 Mechteric

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Posted 21 August 2014 - 07:33 AM

Yes please, need more immersion in the game and that is one of those immersion breakers.

#7 Lefty Lucy

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Posted 21 August 2014 - 07:33 AM

View PostJman5, on 21 August 2014 - 07:30 AM, said:

I think it's kind of funny. I wish the game would crank ragdoll physics up to 11.


I saw an Ember get killed by a shot from behind yesterday, and it flew 100 meters while doing a forward flip. It was hilarious.

#8 Bront

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Posted 21 August 2014 - 07:34 AM

I love it when small mechs go flying, but I can see how the rag doll effect is a little looser than it should be. Ad a bit of resistance in the joins, and I think you're good.

That said, I love how stalkers usually either flip over on their head, or tuck their heads between their legs.

Edited by Bront, 21 August 2014 - 08:01 AM.


#9 SaltBeef

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Posted 21 August 2014 - 07:35 AM

Ragdoll




#10 Vertigo 1

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Posted 21 August 2014 - 07:36 AM

View PostScratx, on 21 August 2014 - 07:31 AM, said:


Well, what I think you want is not so much removing ragdoll physics, but tuning them so they behave more like they should.

If that's what you really mean, yes, I agree.


If they can tweak a few numbers and make the 'Mechs seem heavier when the death ragdoll physics kicks in, then that would definitely work for me. It just takes me out of the game when I see a Cataphract start sliding down a flat hill after doing a weird side roll.

#11 Heffey

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Posted 21 August 2014 - 07:38 AM

We can't walk up the slightest incline but we'll roll downhill forever. Physics!

#12 Reno Blade

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Posted 21 August 2014 - 07:38 AM

Seeing a jenner suddendly jumping forward when it exploded is one of the moments that makes you laugh so hard in this serious game.

If you shot down an Atlas, it just falls over most times.
I don't know what makes mechs fly/rotate around, but it can probably just be tuned down for heavier mech chassis.

#13 MeiSooHaityu

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Posted 21 August 2014 - 07:41 AM

View PostVertigo 1, on 21 August 2014 - 07:28 AM, said:

Am I the only one who thinks it looks ridiculous when a supposed 85 ton 'Mech goes limp and collapses upon destruction; sometimes even bouncing or rolling around as if it were a plush doll?


Hard to say. I've never seen a multi-story gigantic 85 ton robot fall down a hill in person. It might roll or tumble.

The lights do tend to go flying though. I would imagine that is probably a bit unrealistic LOL.

#14 Vertigo 1

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Posted 21 August 2014 - 07:42 AM

View PostReno Blade, on 21 August 2014 - 07:38 AM, said:

Seeing a jenner suddendly jumping forward when it exploded is one of the moments that makes you laugh so hard in this serious game.

If you shot down an Atlas, it just falls over most times.
I don't know what makes mechs fly/rotate around, but it can probably just be tuned down for heavier mech chassis.


For Jenners and Firestarters mid-flight I don't really see much of an issue, aside from the limbs of the Firestarter potentially flailing around wildly as if the joints of the 'Mech just ceased to exist. My main concern is the heavier big boys, so I would be content with even a small tweak to the numbers to better reflect the weight these 'Mechs are supposed to have.

#15 SaltBeef

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Posted 21 August 2014 - 07:45 AM

Seen a mech jump when it died looked like it was diving off a diving board may be due to leg ammo explosion LOL!.

Been blasted ac20 style out of the sky in a spider while J Jetting mid jump ac round hits kills mech!.. mech then does loooong cartwheel of death to the ground.

Edited by SaltBeef, 21 August 2014 - 07:48 AM.


#16 TercieI

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Posted 21 August 2014 - 07:45 AM

Oh yes. Let's have PGI spend time on this. Please.

#17 xeromynd

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Posted 21 August 2014 - 07:45 AM

Please turn the physics dial up to "Half Life 2"

I want to see lolcusts spiraling out of view when my arty explodes beneath them.

#18 Lightfoot

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Posted 21 August 2014 - 07:51 AM

Speaking simulation, the pilot almost always ejects from a destroyed mech due to any one of a number of bad things that can happen when a mech comes apart. How this should be handled is the other players see the ejection pod leave the mech and they player sees the view from the ejecting pod for 5-10 seconds before switching to their destroyed mech.

Definately need to capture the feel of a giant robot falling over. Maybe slower animation of the fall since this is the illusion when large things fall. They are falling at the same speed as something small, but it covers more distance than say a human falling over. So it takes a few seconds longer.

#19 CDLord HHGD

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Posted 21 August 2014 - 07:52 AM

Way back in CB I popped a Commando square in the chest with an AC20, both arms went flyin and the thing did your standard movie mechanic of flying back a dozen(ish) feet. Hilarious!

#20 Alistair Winter

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Posted 21 August 2014 - 07:54 AM

So we can't have stackpoling mechs and we can't have ragdolled light mechs?

I just find it extremely underwhelming when a whole team with focus fire pours 1000 points of damage into a single enemy mech, and then it just slumps forward a bit, without even falling over sometimes. Like someone's grandpa at the family picnic, when he's had too much potato salad and falls asleep.

Not exactly epic is it?

When I destroy a 50 ton mech with 5 tons of ammunition, moving at over 100 kph, running over hills and jumping into the air, I expect a god damn show. I want components to fly in every direction, I want pyrotech, I want oil and hydraulic fluids splattered around like blood, I want every tree within 100 meters to burst into flames and I want to see all the windows within five blocks just explode outwards.
Spoiler

Edited by Alistair Winter, 21 August 2014 - 07:54 AM.






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