Knockdowns Come Back! Long Post....
#41
Posted 13 June 2015 - 09:17 AM
This is the real reason for needing knockdown.
#43
Posted 13 June 2015 - 10:53 AM
{ walks away whistling Que Sera, Sera }
#44
Posted 13 June 2015 - 11:33 AM
Khorender, on 13 June 2015 - 10:53 AM, said:
{ walks away whistling Que Sera, Sera }
Do you mean like how the mechs exploded in Mw4 Mercs? One thing I'd like is the slowdown from massive heat.
#45
Posted 13 June 2015 - 11:44 AM
#46
Posted 13 June 2015 - 11:51 AM
The only knockdown I could agree with, maybe, is assaults knocking down lights and that's it. All other combinations of weight class have no knockdown because it was already frustrating in CB when your practically-same-size mechs would fall over from elbow bumping something slightly heavier thus starting the ten hour Get Back Up animation.
Video of old Knockdown:
Edited by Moldur, 13 June 2015 - 11:51 AM.
#47
Posted 13 June 2015 - 12:01 PM
That's your own logic and position. Ok. So...
By your logic spawn points in CW are flawed, so... what... should they just scrap CW and not try it again?
That's using your own logic. Like what, are you gonna argue ganking a player the moment he drops out of a ship is intent of design? Or that it's balanced 'cuz it happens to both sides'? (which would happen with knockdowns)
Also, you keep suggesting knockdowns would make the game into a rugby wrestling orgy. Stop the hyperbole, stop it. Bad dog.
Edited by Soy, 13 June 2015 - 12:03 PM.
#48
Posted 13 June 2015 - 12:17 PM
Soy, on 13 June 2015 - 12:01 PM, said:
That's your own logic and position. Ok. So...
By your logic spawn points in CW are flawed, so... what... should they just scrap CW and not try it again?
That's using your own logic. Like what, are you gonna argue ganking a player the moment he drops out of a ship is intent of design? Or that it's balanced 'cuz it happens to both sides'? (which would happen with knockdowns)
Also, you keep suggesting knockdowns would make the game into a rugby wrestling orgy. Stop the hyperbole, stop it. Bad dog.
Pretty much anyway that they implement it, mechs that are fast for their weightclass like the Dragon or Gargoyle would probably have better knockdown.
Also, they could put it back in with a different system. Make it so that Dragons are still really good with knockdown but maybe not so dumb as dragon bowling.
#49
Posted 13 June 2015 - 12:31 PM
Xiyumos, on 13 June 2015 - 12:17 PM, said:
Also, they could put it back in with a different system. Make it so that Dragons are still really good with knockdown but maybe not so dumb as dragon bowling.
The Dragon in TT is known for being hard TO knockdown, not for it's ability to DO knockdowns, and it's actually a very melee oriented Mech in TT, just not really big enough to be knocking other Mechs down a lot. Dragon bowling was a screwup, not an intended result by any means, and once someone at PGI got mauled by it, they realized how badly they'd screwed up and took it out(that video STILL cracks me up, honestly surprised he didn't ban people outright on the spot and you KNOW he wanted to!).
Mechs don't actually knock each other flat all that often in TT, it's a damage based thing with collisions and melee, 20 damage in a single turn required to check for a knockdown. Going by damage isn't good, already said that, due to how many Mechs we have that do alphas of that repeatedly, NOT a TT standard! So we use good old fashioned physics, the game engine already has that built in, it just needs to be adjusted for the 3.6g setting, which after thinking on it, could actually make it better for the Lights than 1g would, that extra mass will give them lesser chance of being knocked down AND gives them a better chance of taking down larger Mechs if they apply the force right, ie : use JJs to hit them in the upper torso at full speed instead of ramming the legs/lower body. Jenner hits the legs of an Atlas, the Jenner falls down and that's all. Jenner gets airborn at full speed and hits the Atlas in the upper body, BOTH go down.
#50
Posted 13 June 2015 - 01:00 PM
stevemac, on 13 June 2015 - 11:44 AM, said:
I think assaults should get the ability to knock down lights and stomp on them, when lights get the ability to kick an assault mech in the head and LOL as it rolls down a mountain side destroying itself with its own weight.
#51
Posted 13 June 2015 - 01:09 PM
Soy, on 12 June 2015 - 03:23 PM, said:
Add that as the counterbalance to increased thrust jets and I'd dig that as a partial solution.
#52
Posted 13 June 2015 - 02:26 PM
#53
Posted 13 June 2015 - 06:18 PM
People crashing into each other is vastly more common amongst a gaggle of friendly mechs. People think piloting a light is hard now.
#54
Posted 14 June 2015 - 01:44 AM
If the rubber banding can be fixed from collisions and be implemented in a sensible way im all for bringing it back. As for standing up after a knockdown, you could go with something like 2 seconds for a light, 2.5 medium, 3 for a heavy, 3.5 for an assuault. If said mech has arms they get a .5 second bonus to stand time.
#55
Posted 14 June 2015 - 02:06 AM
Praetor Knight, on 12 June 2015 - 03:46 PM, said:
The rubber banding needs to go away asap. The knockdown needs never to come back. If you want the light que to be 0% from here on out then bring it back. We have lights that won't break 107 kph now in game.
We have 12 v 12 now not 8 on 8. Also clan tech that hits harder and gives us higher alphas. The second a light hits the deck it will be out of the fight period.
#56
Posted 14 June 2015 - 07:48 AM
Fleeb the Mad, on 13 June 2015 - 06:18 PM, said:
People crashing into each other is vastly more common amongst a gaggle of friendly mechs. People think piloting a light is hard now.
How many people remember ok lights move out first
#57
Posted 14 June 2015 - 08:00 AM
#58
Posted 14 June 2015 - 09:01 AM
And btw, lights really aren't hard.
#59
Posted 14 June 2015 - 09:12 AM
#1. Piloting skills of the pilots. Make it possible where a Dragon charging full tilt at a hunchback could screw his roll and fall down and the hunchback would get free shots on the dragon.
#2. Momentum of the mechs involved in a collision. Moment = Mass * Velocity.
#3. Mechanism to prevent perma lock down (you can say this isn't realistic, however no game allows perma crowd control and this is what collisions are)
#4. Mechs with lower actuators get up quicker than mechs without lower actuators
All of these are common sense points, but it depends on if PGI has people who can actually understand and develop a working ruleset. PGI has artists, not game mechanic developers. So good luck.
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