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No Knockdowns, But Stuns


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#81 Screech

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Posted 16 February 2016 - 06:33 AM

Knockdowns were the best thing ever to be removed from a video game. But we are the reason we can't have nice things.

#82 Ted Wayz

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Posted 16 February 2016 - 02:53 PM

View PostDingo Red, on 16 February 2016 - 04:10 AM, said:


Well actually, game logic says yeah they can because reasons.


That animation was worse than the one we had in Beta, and even less believable. Imagine the computing power, mynomer muscle, and gyros required to lift a prone locust as depicted and realize that it would take less of all of that to keep a mech upright on a collision.

And the amount of force applied by an AC20 could not down a Locust even it was drunk out of its mind on coolant.

#83 Impyrium

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Posted 16 February 2016 - 03:04 PM

View PostTed Wayz, on 16 February 2016 - 02:53 PM, said:

That animation was worse than the one we had in Beta, and even less believable. Imagine the computing power, mynomer muscle, and gyros required to lift a prone locust as depicted and realize that it would take less of all of that to keep a mech upright on a collision.

And the amount of force applied by an AC20 could not down a Locust even it was drunk out of its mind on coolant.


My point was that the realism argument is silly. BT uses a lot of science and technical things and is somewhat more believable than other mecha games/series whatever, but it's still not realistic when it comes to logic.

If you want a realistic simulator (like many of us do), then MWO isn't the game you're looking for.

What IS unrealistic is the idea that these 'mechs would never fall over. You might want to just focus on the gameplay argument for this point. :P

#84 Queen of England

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Posted 16 February 2016 - 03:17 PM

Ignoring the "realism" side-debate, I think the best way to handle BatteTech knockdowns in MWO would be reduced speed rather than an actual physical fall.

In TT, whenever you fail a piloting skill roll, you fall prone. The most common reason for this is taking 20 or more points of damage in a single turn or executing a difficult move (such as through water or a sharp turn on pavement).

To stand back up, you spend 2 movement points and make another piloting skill roll. The roll to stand back up isn't particularly difficult; an "average" pilot will stand back up 83% of the time. Most of the time you either fall during movement (and immediately stand up before you suffer incoming fire) or fall at the end of the combat phase and stand up during the next movement phase. In either case, there isn't normally a time where enemies get to shoot at you while you're prone.

Losing 32.4 kph from your maximum speed while your 'mech stabilizes itself would model BattleTech's actual rules (which mostly make falls a movement speed reduction in practice) fairly well even though it wouldn't match the description.





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