What Happens When Two Mechs Touch
#21
Posted 07 March 2015 - 07:11 PM
#22
Posted 07 March 2015 - 08:16 PM
Many people on this forum use the terms interchangeably, but they mean different things. We can totes have things like mechs recognizing each other as solid objects (no ghosting), doing some more damage, making a ramming sound, some cockpit shake, etc. without having mechs fall off their feet and become cannon fodder.
#23
Posted 07 March 2015 - 08:27 PM
MadMaxMKII, on 07 March 2015 - 05:57 PM, said:
btw, a dragon cant mount a 400xl.
also fast mechs should be more aware of their surrounding. running with 100 kph+ against an obstacle...knockdown or damage should be the answer.
mechs used to be able to mount any engine you pleased, but there was a hard speed cap at... 138? 150? i dont remember. point is the dragon used to be able to use that engine, and was renowned for being the best at knocking other people down, hence "dragon bowling"
The goons caught Paul in match one day and knocked him down over and over and over again, to troll him with the silly mechanics.
and BEHOLD! knockdown and collision disappear overnight, and we are left in a world where you cant kick the light mech humping your leg over and alpha the little ******* for it. *sigh*
basically, everyone takes advantage of the lack of collision mechanics, and especially the lack of knockdowns. it used to be getting knocked down was extremely bad, as you'd get shot to hell while your mech stood up. it ment everyone had to pay attention and not ram/clip people or risk dying. in general, i personally miss knockdowns, though we would all have a terrible time in the first few days if it was brought back.
#24
Posted 07 March 2015 - 08:29 PM
FerrolupisXIII, on 07 March 2015 - 08:27 PM, said:
The goons caught Paul in match one day and knocked him down over and over and over again, to troll him with the silly mechanics.
and BEHOLD! knockdown and collision disappear overnight, and we are left in a world where you cant kick the light mech humping your leg over and alpha the little ******* for it. *sigh*
basically, everyone takes advantage of the lack of collision mechanics, and especially the lack of knockdowns. it used to be getting knocked down was extremely bad, as you'd get shot to hell while your mech stood up. it ment everyone had to pay attention and not ram/clip people or risk dying. in general, i personally miss knockdowns, though we would all have a terrible time in the first few days if it was brought back.
It was an awful mechanic, and should never have been in the game to begin with.
#27
Posted 07 March 2015 - 08:40 PM
#29
Posted 07 March 2015 - 08:46 PM
#30
Posted 07 March 2015 - 08:50 PM
Soy, on 07 March 2015 - 08:46 PM, said:
lol no. It was a huge problem with catapults and atlases. They'd sometimes glow like the sun, and while they were doing that, your cockpit would dim, making it impossible to fight.
At one point, catapults turned completely black when near you, leading to this picture.
#31
Posted 07 March 2015 - 08:53 PM
Vassago Rain, on 07 March 2015 - 08:50 PM, said:
lol no. It was a huge problem with catapults and atlases. They'd sometimes glow like the sun, and while they were doing that, your cockpit would dim, making it impossible to fight.
At one point, catapults turned completely black when near you, leading to this picture.
"I am become death"
I'm going to assume SRMageddon, where an SRM6 could deal 90 damage (given the correct circumstances...poor Mando's)
#32
Posted 07 March 2015 - 08:56 PM
Oh well, learn somethin new every day. I don't see why that's a reason for mechs not to glow instead of looking like crumbled foil, but ok.
Edited by Soy, 07 March 2015 - 08:57 PM.
#33
Posted 07 March 2015 - 09:30 PM
Soy, on 07 March 2015 - 08:56 PM, said:
Oh well, learn somethin new every day. I don't see why that's a reason for mechs not to glow instead of looking like crumbled foil, but ok.
Well, you know, cryengine isn't capable of displaying such advanced graphics.
Oh, wait. Note the almost implemented NO SIGNAL screens.
#34
Posted 07 March 2015 - 09:45 PM
#36
Posted 07 March 2015 - 10:07 PM
FerrolupisXIII, on 07 March 2015 - 08:27 PM, said:
The goons caught Paul in match one day and knocked him down over and over and over again, to troll him with the silly mechanics.
and BEHOLD! knockdown and collision disappear overnight, and we are left in a world where you cant kick the light mech humping your leg over and alpha the little ******* for it. *sigh*
basically, everyone takes advantage of the lack of collision mechanics, and especially the lack of knockdowns. it used to be getting knocked down was extremely bad, as you'd get shot to hell while your mech stood up. it ment everyone had to pay attention and not ram/clip people or risk dying. in general, i personally miss knockdowns, though we would all have a terrible time in the first few days if it was brought back.
Pretty sure collisions stayed in a bit after that as I recall playing for awhile where my mech could smash against someone without magically teleporting through them even after mechs no longer fell on their ass. Then at some point the game started resolving two mechs being in the same spot by teleporting them instead.
#37
Posted 07 March 2015 - 10:50 PM
Like, an Awesome made out with a Cute Fox... and out came the Nova.
Although, noone could tell me what the Kintaro had vacuumed up to be so damn jolly.
Oh well.
#38
Posted 07 March 2015 - 10:50 PM
El Bandito, on 07 March 2015 - 05:50 PM, said:
Knockdowns responsible for griefing. PGI removes knockdown AND collision.
Classic PGI blunder.
We need collision back, with heavier collision damage penalties for both parties. Perhaps then the noobs will actually navigate the mechs around each other, as opposed to through each other and bring everyone to 99% before the start of the fight. Not to mention, it will allow those who are weaponless to still do damage, by ramming into the enemy at full speed.
The movement netcode still has a long way to go before collision should be usable as a weapon. Not sure how often you pilot things that move 100kp/h or faster, but at least once in every game I do, I move into an open area only to get warped back because the game decided that what I saw wasn't accurate; most of the time, this means right into a teammate. I play with ~80 ping, I can't imagine what it's like for Aussies.
I dunno about you, but I'd rather not take 10 damage because of netcode problems every match, particularly when these issues affect primarily lights. 10 damage to a limb at the start of a match essentially spells out how you will die, as a light.
#39
Posted 07 March 2015 - 10:57 PM
aniviron, on 07 March 2015 - 10:50 PM, said:
The movement netcode still has a long way to go before collision should be usable as a weapon. Not sure how often you pilot things that move 100kp/h or faster, but at least once in every game I do, I move into an open area only to get warped back because the game decided that what I saw wasn't accurate; most of the time, this means right into a teammate. I play with ~80 ping, I can't imagine what it's like for Aussies.
I dunno about you, but I'd rather not take 10 damage because of netcode problems every match, particularly when these issues affect primarily lights. 10 damage to a limb at the start of a match essentially spells out how you will die, as a light.
I admit that I haven't thought about it from a Light's perspective-- better net code should be implemented, for everyone's sake.
One reason I want collision to be implemented is specifically to cut down on Lights Ramboing alone in the middle of a pack of enemies and come out in better shape than Assaults, in part due to lack of collision. A serious downer on the immersive experience.
Edited by El Bandito, 07 March 2015 - 10:59 PM.
#40
Posted 08 March 2015 - 04:27 AM
I wasn't around for that. At least the stand up animation looked solid. There wasn't any weird levitation voodoo magic.
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