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What should be the end result of a single-legging?


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Poll: What End-Point would you like to see for "critical" leg damage? (88 member(s) have cast votes)

What is the absolute-furthest extent that leg damage should progress to under continuous fire?

  1. Leg's function reduced to limping with limited mechanical assistance. Leg cannot be completely destroyed. (8 votes [9.09%])

    Percentage of vote: 9.09%

  2. Leg function reduced to a lifeless crutch, dragged behind the Mech. Mobility is now slower than a limp. (26 votes [29.55%])

    Percentage of vote: 29.55%

  3. Leg function neutralized (cannot bear weight); mobility reduced to jumpjet only, but Mech remains standing upright. (3 votes [3.41%])

    Percentage of vote: 3.41%

  4. Leg completely destroyed, Mech falls over, but can rotate torso somewhat and return fire. Jumpjets disabled. (29 votes [32.95%])

    Percentage of vote: 32.95%

  5. Mech topples, but can use jumpjets to move around. Upon landing, the Mech topples again. (13 votes [14.77%])

    Percentage of vote: 14.77%

  6. Other - Please describe in a post. (9 votes [10.23%])

    Percentage of vote: 10.23%

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#1 Felicitatem Parco

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Posted 26 November 2011 - 10:11 PM

I think we should get some good old-fashioned science involved here with a nice public poll. Nothing else could be more statistically accurate... ;)

I'd just like to see what the people here would like.

Edited by Prosperity Park, 26 November 2011 - 10:51 PM.


#2 Tannhauser Gate

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Posted 26 November 2011 - 10:45 PM

This, like many things, will be determined by the devs when they play balance the game. Imo, since a mech's actuators lock in place when they lose power, a leg's actuators should semi-lock in place when its taken enough damage and then would become a crutch until completely shot away. Logically, for a mechwarrior, this would be preferred over insta-topple, or standing in place unable to move.

Choice 1: MW3 style limping
Choice 2: MW4 style crutch
Choice 3: MW2 style immobile but jump jets work.
Choice 4: HG1 style shooting from a toppled mech..near useless.
Choice 5: What? topples but can use jets then topple again? huh?

#3 Snark

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Posted 26 November 2011 - 11:37 PM

I like choice 4.
Leg completely destroyed, Mech falls over, but can rotate torso somewhat and return fire. Jumpjets disabled.

But the jump jets should still work just kindof push your mech along the ground maybe if you manage to hit something could get ya up in the air again.

#4 Raeven

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Posted 27 November 2011 - 12:44 AM

Kinda of a combination of 2, 4, and 5.
2. If you lose the leg, you can still stand, but balance is difficult and movement is miniscule. How it looks depends on the animators and the artists.

4. If you fall over, you can still sit up (if you have one leg), or use an arm to prop yourself up.

5. If the jumpjets were not located in the leg, they still remained fully functional. But, upon landing you would still likely fall down and incur falling damage.

#5 Dlardrageth

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Posted 27 November 2011 - 06:48 AM

Somewhat torn between options 2 and 3. Both seem to offer enough playability to not make you basically a piece of vegetable on the battlefield while still retaining a modicum of realism. Option 4 could be a viable option as well, but probably would require a whole lot of extra coding. Not exactly sure about that, but won't PGI have to do a bunch of extra coding for each single Mech model in its prone state?

#6 Xenois Shalashaska

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Posted 27 November 2011 - 08:49 AM

Probly better to just add all these viable options into the game play. The mech leg is damaged to a certain extent either the actuator seizes & drags across the battle field or a half functioning leg limping. If the leg recieves additional damage it can be removed then certainly the assault & heavy mechs will toppple over. The medium mechs & lower could ballance due to the light frame agility.

Could keep listing factors that are possible but its no point. This is a simulation game & all possibilities known should happen.

I would perfer just like mechs have a armour graph/ satistics of external damage to a mech, why not have internal damage read out of engine, heat sinks, mech internal structure strength, actuator efficiency, ect.

makes more sense & could determine the damage/ resault of the legs or arms if damaged.

#7 KingCobra

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Posted 27 November 2011 - 09:14 AM

You forgot what if its to hard to take a leg or arm off? in your poll i have always been a proponent of its easyer to kill a mech or dammage its torso than lose a limb why do i say this becouse as the mech moves it would be a 70-100% sure shot to the torso rather than a 5-30% chance to hit a leg or arm in motion.
In all the PC game versions the shot of a arm or leg resulted in mechs rolling on the ground still shooting at players ,mass suicides becouse there legged,no leg black stump but still moving and shooting,ect.Yes i think there should be animation associated with a arm or leg dammage like loss of function,sparks,bulletholes,ect.but not the past misstakes the PC version games have in them so i vote no leg or arm loss unless it receives very massive dammage%.then on a leg once this situation is reached the mech should blow up.

#8 ice trey

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Posted 27 November 2011 - 09:23 AM

Same as tabletop.
If you lose the leg, you fall prone, You take damage from the fall.

If you have an arm left, you can prop yourself up and continue firing any weapons not located in the propping arm.

You can still try to stand, but the probability of standing is very slim, and intense weapons fire has a much higher chance of knocking you down again. You take significant damage in the game each time your 'mech falls.

If you have no arms left and are less a leg, you cannot fire back, and are effectively considered as destroyed, pulling you from the game. It should not cost you as much to repair your 'mech if you're killed in that manner, though.

Edited by ice trey, 27 November 2011 - 09:24 AM.


#9 Psychot

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Posted 27 November 2011 - 09:31 AM

Having read that you want to take the "shooter" feel away from the game a bit, why not make it so you have to lock a target and then your weapons fire. That way you could institute a random hit location like in the table-top game.

I know, i know, it takes alot of skill out of it, but it will take out the possibility of people making "legger" mechs specifically designed to destroy a single limb, a.k.a leg. This being said, Clan has targetting computers that could be instituted to allow more of the crosshair type targeting.

Using the table-top rules, it depends on the result of the hit, where a limb could be blown off completely, or just be rendered unuseable. So it would depend on the result, what poll result would apply.

#10 Hayden

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Posted 27 November 2011 - 10:13 AM

'Mech should topple,

View Postice trey, on 27 November 2011 - 09:23 AM, said:

Same as tabletop.
If you lose the leg, you fall prone, You take damage from the fall.

If you have an arm left, you can prop yourself up and continue firing any weapons not located in the propping arm.

You can still try to stand, but the probability of standing is very slim, and intense weapons fire has a much higher chance of knocking you down again. You take significant damage in the game each time your 'mech falls.


Agreed up to this point.

#11 Zakatak

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Posted 27 November 2011 - 01:22 PM

CryEngine3 has a proper physics engine, so imma be creative here...

When the mechs leg is destroyed, the mech goes ragdoll for a few moments (if you were going 180kp/h when it happened, this may hurt). Once the mech comes to a rest, hitting the crouch button allows it to "sit up". You can move your torso and fire as before, but no movement.

Also, if you have jumpjets, you can activate them, but you will go ragdoll again when you hit the ground.

#12 ManDaisy

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Posted 27 November 2011 - 01:33 PM

ragdolls when falling... on a mountain map... sweet

#13 Felicitatem Parco

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Posted 28 November 2011 - 09:53 AM

I wonder if the legging mechanics have already been programmed...? Devs?

#14 Lucidreality

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Posted 28 November 2011 - 10:23 AM

I voted other as my thoughts are this. Depending on the damage taken, it should garner what reaction the limb has. At say 50% damage, the actuators may not be working right and the heatsinks are donefor, causing the limping found in mw3 as well as reduced heat bleed off. At 25% the actuators are completely fried causing the immobile crutch in mw4, further reducing turning rate and max speed. at 0% the leg is gone and you topple over causing you to be out of the fight since with that bad of a gyro imbalance and fall damage, many systems are going to overload and your mech will have to shutdown to prevent reactor destabilization/overload and lock the containment field in place.

#15 TheRulesLawyer

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Posted 28 November 2011 - 11:47 AM

If you just destroy the internal structure, I'd go with a limp. If you get a crit there should be a small chance to remove the leg. In either case if you lose a leg you need to fall down and have to spend time getting back up.

#16 Stogie Hendrix

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Posted 28 November 2011 - 01:16 PM

Whatever the devs decide, it should be interesting, though the ragdoll physics combined with legging a mech WHILE it's jumping would be an awesome sight to see.

#17 verybad

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Posted 28 November 2011 - 01:42 PM

Shoudn't be able to stand or use jets,. Just's looks ridiculous. Personally I think you're essentially immoble, you can stay in the mech or eject. You're easy fodder for other mechs at this point.

#18 Alex Wolf

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Posted 29 November 2011 - 11:54 AM

The "crutch" solution seems best. The mech should be easy pickings by then.

One of the worst things about MW3 was how destroying one leg (attackable from all angles, relatively big target) gave you an instant victory and best possible salvage, with benefits of ridiculously easy knockdown while doing it. MW4 seemed to have it right - one leg is a hindrance, two legs bust.

#19 Red Beard

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Posted 29 November 2011 - 12:07 PM

This topic has been taken on already in this thread:

http://mwomercs.com/...a-leg-entirely/


Some good ideas, but overall, I agree with verybad's comment. Getting a leg blown of should be the end of your functional ability in that match. Don't really care what the TT rules have to say about it, as this is not the TT game.

#20 Raeven

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Posted 29 November 2011 - 12:23 PM

View PostRed Beard, on 29 November 2011 - 12:07 PM, said:

This topic has been taken on already in this thread:

http://mwomercs.com/...a-leg-entirely/


Some good ideas, but overall, I agree with verybad's comment. Getting a leg blown of should be the end of your functional ability in that match. Don't really care what the TT rules have to say about it, as this is not the TT game.


Curious, Red, but why not? Is that how MechAssault did it?

Trust me, we don't want the destruction of a single limb that is easily 50% of the targetting space on the 'Mech to be the end all of the fight for that 'Mech.





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