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[General Legged Discussion Thread]Legged Animation -> Limping Animation


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Poll: [General Legged Discussion Thread]Legged Animation -> Limping Animation (15 member(s) have cast votes)

Limping animation all the time?

  1. Yes (12 votes [80.00%])

    Percentage of vote: 80.00%

  2. No, the 15km/h limit to the animation is fine enough (3 votes [20.00%])

    Percentage of vote: 20.00%

15km/h penalty change too?

  1. Yes, we don't need it all (1 votes [16.67%])

    Percentage of vote: 16.67%

  2. No, it adds depth to being legged (5 votes [83.33%])

    Percentage of vote: 83.33%

Remove leg with additional explosive ruptures when you lose both legs?

  1. Yes, it was in MW3 (3 votes [50.00%])

    Percentage of vote: 50.00%

  2. No, I've never seen a Mech (literally) lose a leg (3 votes [50.00%])

    Percentage of vote: 50.00%

Add an occasional knowdown motion when you lose those actuators attached to your legs?

  1. Yes (5 votes [83.33%])

    Percentage of vote: 83.33%

  2. No, MWO had knockdowns before and it did not go well. (1 votes [16.67%])

    Percentage of vote: 16.67%

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#1 Zephonarch II

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Posted 27 January 2015 - 03:01 PM

Title says it all. The legged animation does play properly, but only when you're still engaged in combat. And under those conditions you're much slower than 40km/h. I'd petition for seeing the animation all the time, when you lose a leg.

EDIT 1/ New poll options up, Thread now focussed on general concept of being legged and how it should be incorporated into MWO.

Edited by Zephonarch II, 29 January 2015 - 09:15 AM.


#2 Savage Sweets

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Posted 27 January 2015 - 03:21 PM

I'm not sure I understand. As far as I've seen, you always limp as long as your leg is broken.

Also, no offense, but this seems a rather trivial issue; if one can even call it that.

#3 Koniving

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Posted 27 January 2015 - 03:27 PM

View PostSavage Sweets, on 27 January 2015 - 03:21 PM, said:

I'm not sure I understand. As far as I've seen, you always limp as long as your leg is broken.

Also, no offense, but this seems a rather trivial issue; if one can even call it that.

You limp only when you are receiving damage, if only for a few seconds.

Skip to 6:38.
After I lose my leg, I will limp during combat but after the combat is over I will walk normally at 40 kph.

It is common for teammates to assume you're just being slow on purpose and may result in some rude comments.
So a continuous limping would make some sense as well as allow the illusion that your leg is broken to continue to matter as opposed to "Oh, it's fine."

#4 Nightmare1

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Posted 27 January 2015 - 03:51 PM

I just wish they'd eliminate the lousy 15kph penalty. I can understand the rationale behind it, but it doesn't make sense if you're getting hit with lasers, mgs, or flamers. :(

#5 Zephonarch II

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Posted 27 January 2015 - 04:37 PM

The thing is the animation will play when you're in combat, and you'll be reduced to 15km/h

Once the game thinks you've left combat, you'll appear like you're just walking at 40km/h with no limping animation present.

What the Devs should do, is speed up the animation so it will play when you accelerate up to 40km/h.

Edited by Zephonarch II, 27 January 2015 - 04:39 PM.


#6 Nothing Whatsoever

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Posted 27 January 2015 - 04:47 PM

Yeah, keeping the pimp walk when not under fire should be good to have.

#7 TheSilken

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Posted 27 January 2015 - 04:55 PM

View PostPraetor Knight, on 27 January 2015 - 04:47 PM, said:

Yeah, keeping the pimp walk when not under fire should be good to have.


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#8 Savage Sweets

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Posted 27 January 2015 - 05:38 PM

View PostNightmare1, on 27 January 2015 - 03:51 PM, said:

I just wish they'd eliminate the lousy 15kph penalty. I can understand the rationale behind it, but it doesn't make sense if you're getting hit with lasers, mgs, or flamers. :(

Agreed. I know the actuator(s) and/or gyro(s) are overloaded, but really? 15kph? Not to mention it makes your turning like 1/10th of what it should be.





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