Im semi new at this point, but i dont get when i go up to someone and try to box there escape they just clip through me, or worse, i just get teleported 10m away (mostly right in front of the enemy that was right in front of me) with my back to them. I have read a few post about people complaining about lights used o do something, But i wasnt around in that time frame to make sense of it so how does it work? and what do i need to be doing differently?
4
Explain The Collisions To Me
Started by Redscyte, Jul 23 2015 09:57 PM
9 replies to this topic
#1
Posted 23 July 2015 - 09:57 PM
#2
Posted 23 July 2015 - 10:18 PM
it's all about the ping of you and the other person but the collision itself is a bit problematic as well. They are working on it.
#3
Posted 24 July 2015 - 03:31 AM
Same thing happened to me. Something got broke in the latest patch. Should be fixed soon TM.
#4
Posted 24 July 2015 - 03:39 AM
there are apparently a few issues with the new European servers (although I have not seen them), that could be what you have experainced, if it is a serious problem just deselect the EU servers and you should be fine
#5
Posted 24 July 2015 - 06:57 AM
Here is some advice for using collisions to your advantage. As you have noticed, if you and your target are moving, the game tries to figure out where to put the mechs. This can lead to clipping and teleporting. This used to cause a knockdown, but this was removed because it was used to stun lock people. If you want an example go to youtube and search for Jenner football.
One thing I like to do is ram. This will cause a small amount of damage to the legs of both mechs. You want to hit them but don't grind into them. Get a little space, 10 meters will do, and hit them again. This will prevent clipping or teleporting and allow you to do some damage if you have no guns.
If you want to block a mech, don't move. I've noticed that if you are not moving the game treats you like a wall.The best example of this comes from team play with guys that aren't paying attention to friendlies. I think we've all come around a corner to find the enemy team there and then tried to back up. You take one step back and there is some guy standing there behind the cover you need, but you can't move because he's just standing there as you get pummeled. For a useful example, I was once in a weaponless Commando. I stood behind an enemy Dire Wolf as he tried to back into cover. It stopped him from backing up. After he went down, he complained long and loud about being "stuck on nothing".
Be aware that if you try to pin a mech, you may be doing more harm than good. If I were to see you in contact with another mech, I wouldn't shoot for fear of hitting you. If you deprive your team of the ability to focus fire, you are removing one of the greatest advantages of having other mechs on the field that can help quickly destroy an opposing mech. On the flip side of this there are some player who are either unaware of the friendly fire mechanic or don't care. In that case, you may be shredded by friendly fire.
One thing I like to do is ram. This will cause a small amount of damage to the legs of both mechs. You want to hit them but don't grind into them. Get a little space, 10 meters will do, and hit them again. This will prevent clipping or teleporting and allow you to do some damage if you have no guns.
If you want to block a mech, don't move. I've noticed that if you are not moving the game treats you like a wall.The best example of this comes from team play with guys that aren't paying attention to friendlies. I think we've all come around a corner to find the enemy team there and then tried to back up. You take one step back and there is some guy standing there behind the cover you need, but you can't move because he's just standing there as you get pummeled. For a useful example, I was once in a weaponless Commando. I stood behind an enemy Dire Wolf as he tried to back into cover. It stopped him from backing up. After he went down, he complained long and loud about being "stuck on nothing".
Be aware that if you try to pin a mech, you may be doing more harm than good. If I were to see you in contact with another mech, I wouldn't shoot for fear of hitting you. If you deprive your team of the ability to focus fire, you are removing one of the greatest advantages of having other mechs on the field that can help quickly destroy an opposing mech. On the flip side of this there are some player who are either unaware of the friendly fire mechanic or don't care. In that case, you may be shredded by friendly fire.
#6
Posted 24 July 2015 - 07:02 AM
moving mechs will usually teleport/clip each other. With fast mechs weird stuff starts to happen, especially while jump jetting. You can warp around or get stuck on mechs while your cockpit view warps. You can sustain insane leg damage (far beyond the normal 1%) from weird collision bugs too.
#7
Posted 24 July 2015 - 07:13 AM
Do not expect to be able to block Mechs - it usually does end in someone warping elsewhere...
#8
Posted 24 July 2015 - 10:27 AM
Used to be fun doing highlander burials in a jump jet'n mech. Jump on them they fall down, laugh and run away while your team pounds them flatter than a cow pie as they stand up. You could feather your jets to remain upright most times while they had to slowly right themselves. Since last patch I have noticed that sometimes when landing on another mech and sometimes even walls/buildings I will get tossed back into the air again even though I am out of fuel for my jets. It is irritating to no end and I hope it gets fixed soon.
#9
Posted 24 July 2015 - 10:39 AM
Spike explained it best, saving me a lot of time.
That said: Until knockdown effects are restored, it is my understanding that the game will deliberately allow an enemy mech to teleport through you if said mech is set to a certain amount of speed but cannot reach that speed because another player is in the way. This amount of speed also depends on weights of yourself and the enemy mech in question. Essentially, a remnant of the attempt to fix collisions before their removal is used to determine whether to allow an enemy to escape being pinned as PGI has said something to the effect of: -- and I paraphrase -- "Being trapped against geometry by a trolling player is viewed as unfun and in poor sportsmanship."
Essentially if the enemy is bigger than you -- don't expect pinning it to work. And if it's smaller and significantly faster than you -- don't expect it to work.
Interestingly -- you can pin mechs of near-identical weight classes extremely well (Edit: Of 45 tons minimum or more).
~To note: The most difficult mech to pin seems to be the Dragon. Try it. (Second most difficult thing to pin is a fast Jagermech; third is a Jenner).
That said: Until knockdown effects are restored, it is my understanding that the game will deliberately allow an enemy mech to teleport through you if said mech is set to a certain amount of speed but cannot reach that speed because another player is in the way. This amount of speed also depends on weights of yourself and the enemy mech in question. Essentially, a remnant of the attempt to fix collisions before their removal is used to determine whether to allow an enemy to escape being pinned as PGI has said something to the effect of: -- and I paraphrase -- "Being trapped against geometry by a trolling player is viewed as unfun and in poor sportsmanship."
Essentially if the enemy is bigger than you -- don't expect pinning it to work. And if it's smaller and significantly faster than you -- don't expect it to work.
Interestingly -- you can pin mechs of near-identical weight classes extremely well (Edit: Of 45 tons minimum or more).
~To note: The most difficult mech to pin seems to be the Dragon. Try it. (Second most difficult thing to pin is a fast Jagermech; third is a Jenner).
Edited by Koniving, 24 July 2015 - 10:40 AM.
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