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Is There An Eta On Adding Knock Downs Back Into The Game?


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#41 WarHippy

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Posted 11 November 2014 - 11:57 AM

View PostKraftySOT, on 11 November 2014 - 09:14 AM, said:

Hey look its exactly what Paul said before he was stun locked for 10 minutes:



Notice the fun bit where the Dragon runs directly THROUGH Paul...but Paul flops over anyways.

Yeah....they all have good connections too.

Great idea....they simply dont have the talent to pull it off.

Also the really cool rubber band warping after the falls.. Man thats classic **** right there.

UnchaUnchaUnchaUncha WUB WUB WUB WUB

Rubber baaaaaaaaand


UnchaUnchaUnchaUncha WUB WUB WUB



Yeah.

No knockdowns till you fix the netcode.




Ok so you posted a video from years ago when knockdowns were still in and a video from months ago when they released a patch that messed things up for a couple weeks as your proof? I'm sorry, but that proves nothing, and in fact only strengthens my statement that I haven't seen rubber banding in months. So congrats I guess? I stand by what I said, and reiterate that any problems caused by your own admittedly crappy WiFi does not indicate a problem with the game.

#42 Blakkstar

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Posted 11 November 2014 - 12:07 PM

I think screen shake does a well enough job of providing a "disincentive" for players to remain exposed to sustained fire. Knockdown would almost have to be RNG-dependent and wouldn't add much to the game.

Physical attacks on the other hand would be a welcome addition. I'd like to see a kicking attack available for every mech, as well as vertical damage applied for Death from Above attacks and falling onto another mech. Charges (horizontal damage) can be problematic for a few reasons, but I think those two aspects would be a good start. Heavies and assaults with big engines would be more useful, and players with all their weapons blown off would still have a way to contribute to the battle.

#43 oneproduct

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Posted 11 November 2014 - 12:12 PM

If you want to trigger rubber banding it's super easy. Just have two mechs, the faster the better, try to run into each other at a high speed. Very often it'll appear like you manage to pass through each other only to get rubber banded back in front of each other because you can't actually walk through each other. This is a very common problem in video games (known as "tunneling") and one of the reasons why knockdowns were so laggy as you can see in that video. The same kind of problem can be replicated on Far Cry 3 which is based on the same engine; sometimes you can drop a weapon and it will fall through objects.

I live within a few hours driving distance from the servers and I'm playing on Ethernet with less than 20 ping.

Edited by oneproduct, 11 November 2014 - 01:27 PM.






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