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Warp-Through Collisions Frustration


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Poll: Collision frustration (8 member(s) have cast votes)

What should happen when ´Mechs collide?

  1. The current solution seems fine. (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. ´Mechs are solid objects and should be impenetrable to anyone at any time. (1 votes [12.50%] - View)

    Percentage of vote: 12.50%

  3. Give me back the original solutions when smaller mech could even fall, when clashing with a huge one in high speed. (7 votes [87.50%] - View)

    Percentage of vote: 87.50%

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#1 Lumber One

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Posted 12 June 2016 - 04:39 AM

Hi

is there any strategy or intended improvement of what happens now, when two ´Mechs collide? I don´t even understand how it really works, but I am getting really frustrated of aiming at an approaching opponent, then emptying an Alphastrike into thin air, while being attacked from behind at the same time.

To make things worse, the same thing doesn´t seem to apply to your teammates, who are allways able to block your escape route or phase block you, while walking close to you.

What about you, folks? Any oppinions on that?

Edited by Lumber One, 12 June 2016 - 07:04 AM.


#2 Miles McQuiston

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Posted 12 June 2016 - 05:01 AM

You need objects to act like objects. When they collide there is "effects". Anything else makes this your average crummy FPS with torso twist.

#3 ionzu

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Posted 12 June 2016 - 07:58 AM

View PostLumber One, on 12 June 2016 - 04:39 AM, said:

To make things worse, the same thing doesn´t seem to apply to your teammates, who are allways able to block your escape route or phase block you, while walking close to you.



xD

Yeah this used to work ok, and then some adjustments were made for some reason. Now we have this.

#4 GI Journalist

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Posted 12 June 2016 - 06:11 PM

Collisions would be a great problem to tackle.

I love that Mechs are being scaled so that volume is proportional to mass. Now I would like to see those objects interact in a more consistent and believable way, related to their mass.

#5 Brandarr Gunnarson

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Posted 12 June 2016 - 08:10 PM

I just had this exact thing happen to me. I ran up to and around the back side of an enemy 'Mech and turned in against him to block his movement so that my team could get a good shots in. I cam in a bit hot and like magic I went right through him!!! I ended up in a position between him and my team that resulted in:
  • That I lost my own LoS on him,
  • That I blocked my team's shots, and that
  • I took friendly fire (meaning I got damaged and my team mates got penalized).
All of this just shouldn't have happened!

View PostGI Journalist, on 12 June 2016 - 06:11 PM, said:

Collisions would be a great problem to tackle.

I love that Mechs are being scaled so that volume is proportional to mass. Now I would like to see those objects interact in a more consistent and believable way, related to their mass.


I would just suggest use that volume as approximate mass and create a formula including speed to determine when a 'Mech falls down. Add a value for "stability" so that each progressively heavier 'Mech becomes relatively less likely to fall when hitting an object.

#6 GI Journalist

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Posted 15 June 2016 - 04:21 AM

Even if the game used the relative tonnage of the chassis as the determining factor, I would be okay with this. An Atlas isn't likely to fall when charged by a Locust. However, the Locust seems more likely to end up in a heap and both seem likely to take damage.

Friendly fire and contact is fine...if the same rules apply to fire and contact on the other team.

Now that there is a reporting system in place, abuse can be dealt with, and we can go back to enjoying a more engaging game that includes physical combat.





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