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Is Collision Ever Going To Be Fixed?
Started by PPO Kuro, Jun 01 2015 02:46 AM
31 replies to this topic
#21
Posted 01 June 2015 - 07:07 AM
Will it be fixed. ?
I doubt it.
Why ?
PGI are tired of the its not fair, its to hard make it easier, player base'
It will also impact one new people comming into the game, make it much harder, people won't stay.
look at the work they did putting in viop, group finder, hardly used..
look at how much crying tears there is from people saying CW isn't fair because people group.
Now imagine what it will be like with knockdowns back in.
Its not fair my Firestarter walked into an atlas fell over and I wuz kiiileeddd man !
I was no fan of the old way people got griefed, the mechs were on their backside way to often.
I'm no fan of clipping and pushing through either
I think there should be more damage done for running into anything not just other mechs
I like the idea in principle of mechs falling over, and death from above being useful ( though JJ's have to be fixed first) and a proper system of what condition of damage a mech has to be in before it might fall over put in place.
I just don't see the time and money spent making it work properly is a good investment of PGI's time
I doubt it.
Why ?
PGI are tired of the its not fair, its to hard make it easier, player base'
It will also impact one new people comming into the game, make it much harder, people won't stay.
look at the work they did putting in viop, group finder, hardly used..
look at how much crying tears there is from people saying CW isn't fair because people group.
Now imagine what it will be like with knockdowns back in.
Its not fair my Firestarter walked into an atlas fell over and I wuz kiiileeddd man !
I was no fan of the old way people got griefed, the mechs were on their backside way to often.
I'm no fan of clipping and pushing through either
I think there should be more damage done for running into anything not just other mechs
I like the idea in principle of mechs falling over, and death from above being useful ( though JJ's have to be fixed first) and a proper system of what condition of damage a mech has to be in before it might fall over put in place.
I just don't see the time and money spent making it work properly is a good investment of PGI's time
#22
Posted 01 June 2015 - 07:28 AM
Collisions and knock-downs are vital to the BT/MW Universe. PGI needs to fix them and put them back in the game.
Frankly, I'm sick of getting bumped by someone and then have to wait five seconds as I get bungee-jumped all over the map. I'm also tired of accidentally landing on a Mech and getting stuck riding around on top of it while getting shot to ribbons but unable to shoot back due to warping.
Frankly, I'm sick of getting bumped by someone and then have to wait five seconds as I get bungee-jumped all over the map. I'm also tired of accidentally landing on a Mech and getting stuck riding around on top of it while getting shot to ribbons but unable to shoot back due to warping.
#23
Posted 01 June 2015 - 08:49 AM
I wouldn't go as far as saying its "Vital". It has its place, it adds some flare, but Vital?
![:huh:](https://static.mwomercs.com/forums/public/style_emoticons/default/huh.png)
#24
Posted 01 June 2015 - 09:24 AM
Joseph Mallan, on 01 June 2015 - 08:49 AM, said:
I wouldn't go as far as saying its "Vital". It has its place, it adds some flare, but Vital? ![:huh:](https://static.mwomercs.com/forums/public/style_emoticons/default/huh.png)
![:huh:](https://static.mwomercs.com/forums/public/style_emoticons/default/huh.png)
Vital yes. Knocking stuff over was a perfectly legit way of getting things done in BT
and Death From Above made famous by Heavy Metal in the lore usage of it, was something that Mechwarriors did to secure victory Often.
Imagine now that you are a stick with no weapons left, and you have collisions in the game. you can jump, run charge into enemy mechs and kill them that way.
#25
Posted 01 June 2015 - 09:27 AM
Lugh, on 01 June 2015 - 09:24 AM, said:
Vital yes. Knocking stuff over was a perfectly legit way of getting things done in BT
and Death From Above made famous by Heavy Metal in the lore usage of it, was something that Mechwarriors did to secure victory Often.
Imagine now that you are a stick with no weapons left, and you have collisions in the game. you can jump, run charge into enemy mechs and kill them that way.
You still can if they are damaged enough. Not particularly reliable though. Wasn't particularly reliable before collision/knockdowns were removed either.
#26
Posted 01 June 2015 - 09:27 AM
Russ said. Collision was going to be improved on the.town home soon. Knock down was not going to be worked on.
#27
Posted 01 June 2015 - 01:18 PM
LordBraxton, on 01 June 2015 - 06:59 AM, said:
Charging was only effective due to single heatsinks and massive TTK. Do you really thing dragon\gargoyle\whatever bowling would work today? Here's a hint. No it wouldn't. But you're smart, and already know that. What is the exploit?!? the fall itself, or the fact that the idiot who got knocked over got free dodge teleports? It was an awesome feature, and I never saw it abused in the first RHOD. Paul got bullied by a full team, they could just have easily neutered him with weapons and danced around him to mock him.
You clearly NEVER experienced for week the feel of being smashed down, and down again seeing your mech climbing slowly up just to die right after because they had the time to core you.
#28
Posted 01 June 2015 - 01:28 PM
I have no love nor desire for knockdowns, but collisions... lostech as far as i'm concerned
![:ph34r:](https://static.mwomercs.com/forums/public/style_emoticons/default/ph34r.png)
#29
Posted 01 June 2015 - 01:55 PM
Putting an Alpha into a light and having it fall over so we could quickly kill it?
Yes.
Yes.
#30
Posted 01 June 2015 - 01:57 PM
PGI is considering Euro servers. The reduced latency will help with unexpected rubberbanding-teleporting...but actual up close manifestations would require new code, possibly higher sampling rates and thus traffic.
Though I see it, it seems my 125ms latency buffers me from the most egregious cases of it.
Though I see it, it seems my 125ms latency buffers me from the most egregious cases of it.
#31
Posted 01 June 2015 - 02:04 PM
As long as they follow physics, accounted for lag, and take into account real sophisticated gyros (therefore no knockdowns) collisions would be okay. Two out of three can be handled by programming. Unfortunately the middle bugaboo screws everything up.
Just deal with the occasional push through and/or use it to your advantage to spread damage.
Just deal with the occasional push through and/or use it to your advantage to spread damage.
#32
Posted 01 June 2015 - 02:39 PM
I don't nessesary feel the need to put knockdown back. (Though it would be fun if I could kick a light of it's feet, but not going to happen). What gets my nickers in a twist is that if I run into someone or other way around, you move through each other. That's the main part I get annoyed by. Also being stuck by a light blocking your way is bloody annoying. I would rather have a 'bounch' physics in play than the garbage we have now.
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