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What About Falling Over?


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#1 Dfeeds

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Posted 02 August 2016 - 04:02 PM

Not being knocked down by another mech, but just falling over if you turn too fast and what not. I remember when I played steel battalion, on the original xbox, it did a good job of giving you the feel you were in a giant, stompy robot. There was individual gears like a manual transmission, and mechanics that added weight to the mech. If you accelerated too fast on certain terrain you found yourself on your butt, or if you turned too abruptly you would fall on your side. There was a safety mechanism in place to help, but if one hit the override button the safeties would be disabled, allowing for much more rapid manuevering and speed at the risk of wiping out and a greater consumption of fuel.

Now there's obviously no transmission mechanic or fuel, but the other stuff is already in the game. Knocking down was present earlier, from what I've read, so that mechanic is in place. Then we could just have it so the override essentially does what eliting a mech would do (and have the standard back to stock instead of magically moving 7% faster), but with greater heat generation.

For me, personally, I feel this would make me feel more like I'm piloting a mech. It would also balance out the whole "heavies are too agile" argument I read because falling over would vary on tonnage and chassis. Reinforced gyro module could also come into play with this as well. It would also add an element of skill and finesse to piloting a mech. Agility quirks wouldn't be much of an issue, either. Greater acceleration means a better chance of toppling over if one just punched it with override turned on.

I want to clarify that when I say "chance" I don't mean an RNG mechanic. It would be a fixed thing based on terrain and the mech. So once someone really gets good in a particular mech, they can push it to its limits much better than someone else.

#2 GenghisJr

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Posted 02 August 2016 - 04:20 PM

Its been done but its not an enjoyable experience, search dragon bowling on youtube

#3 Dfeeds

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Posted 02 August 2016 - 05:10 PM

No, not knocking down other mechs. Just falling over if someone turns or accelerates too quick to add a sense of weight to the mechs.

#4 Escef

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Posted 02 August 2016 - 05:37 PM

View PostDfeeds, on 02 August 2016 - 05:10 PM, said:

No, not knocking down other mechs. Just falling over if someone turns or accelerates too quick to add a sense of weight to the mechs.


The problem still remains that your mech is temporarily disabled and suddenly has a massive bull's eye painted on it in the eye's of the enemy team.

#5 El Bandito

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Posted 02 August 2016 - 06:34 PM

View PostEscef, on 02 August 2016 - 05:37 PM, said:

The problem still remains that your mech is temporarily disabled and suddenly has a massive bull's eye painted on it in the eye's of the enemy team.


Mostly noobs and newbies will whine about it. I personally do not mind additional skill. However, it will risk making Light queue non-existent.

#6 Dfeeds

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Posted 02 August 2016 - 07:18 PM

View PostEscef, on 02 August 2016 - 05:37 PM, said:


The problem still remains that your mech is temporarily disabled and suddenly has a massive bull's eye painted on it in the eye's of the enemy team.


So then don't fall over, or practice not falling over. The exact same concept applies to overheating during a firefight, yet no one bashes that.

View PostEl Bandito, on 02 August 2016 - 06:34 PM, said:


Mostly noobs and newbies will whine about it. I personally do not mind additional skill. However, it will risk making Light queue non-existent.


Initially, maybe, but I don't think it would hinder lights all that much. Light mechs would have a lower chance to tip over based on the speed the mech is running. Slowing down to turn could eliminate the threat of tipping over altogether, and lighter mechs would be able to get up quicker. Bigger mechs would also have a much harder time keeping track of a circling light mech and run a great risk of tipping over themselves if the pilot tries to maneuver with a light. I'd also suggest being able to fire while flat on the ground (using JJs to skid into cover would be really cool). Depending on the torso direction after falling, it would deter anyone from charging a fallen mech head first. It's as you said; it adds an element of skill and caters to the "sim" part of things. All I ever read is people complaining on how easy this game is, and I personally feel that has a lot to do with how the mech's handle. A 2 ton car has trouble making quick turns at 90 kph, let alone a 75 ton upright standing mech.

#7 Mechwarrior1441491

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Posted 02 August 2016 - 07:20 PM

It did create a generation of light pilots better than their post knock down brethren.

#8 Kirkland Langue

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Posted 02 August 2016 - 07:33 PM

Every time I play, I wish they'd bring mech knockdown's back.

They won't, but it's just another reason I believe the devs are idiots.

#9 Kadreal

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Posted 02 August 2016 - 08:05 PM

Yes, let's nerf lights and mediums even more. This is just what this game needs /s

#10 Gamuray

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Posted 03 August 2016 - 01:15 AM

I'm impressed by the lack of reading comprehension. So many of you come and immediately go "but dragon bowling and light mechs!" If you read carefully, he specifically stated not knockdowns, just penalties for poor/panic piloting. And he also said that mechs could have differing penaltis according to weight, so light mechs could be more stable, etc.

It's not that terrible of an idea, and since you have to turn an override on in order to reach the penalties, new players can just not override it and they won't fall over. Not that hard.

#11 Steinar Bergstol

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Posted 03 August 2016 - 01:49 AM

Some of us suggested stuff like this to simulate the piloting skill rolls of the TT game way back even before closed Beta. I'd love to see it happen. I realize I'd end up flat on my arse more often than many others as I am a crap pilot, but I'd still love it.

Won't happen though. It'd turn the game even more niche than it is already which, I think, is not what PGI wants to see happen. Remember, most gamers today don't want things to be complex/hard/require practice. We've all gotten used to games holding our hands/being able to savescum/etc compared to the way it was in the early days of gaming when games were deliberately made to be damn near impossible so that they'd take a long time to finish despite actually being rather short (Ghosts 'n Goblins, I'm looking at you, you sadistic ******* of a game!)

#12 Yellonet

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Posted 03 August 2016 - 01:59 AM

View PostKadreal, on 02 August 2016 - 08:05 PM, said:

Yes, let's nerf lights and mediums even more. This is just what this game needs /s
How do you figure this? Who is saying that lights and mediums fall over easier (unless you override the stability system)? I don't think this would nerf anything, just put more skill into actually navigating the terrain in a mech.

Edited by Yellonet, 03 August 2016 - 02:01 AM.


#13 lazytopaz

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Posted 03 August 2016 - 02:03 AM

If that kind of mechanic would've been introduced then I would opt to be immediately followed by melee mechanics of sorts. Make use of those big metallic hands and stompy feets. I want to see some events which require you to succesfully kick 20 mechs 50m away from you and rewarding you with speakers that will yell "homerun!!!" each time you do that kind of thing.

#14 Yellonet

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Posted 03 August 2016 - 02:25 AM

View PostGamuray, on 03 August 2016 - 01:15 AM, said:

I'm impressed by the lack of reading comprehension. So many of you come and immediately go "but dragon bowling and light mechs!" If you read carefully, he specifically stated not knockdowns, just penalties for poor/panic piloting. And he also said that mechs could have differing penaltis according to weight, so light mechs could be more stable, etc.

It's not that terrible of an idea, and since you have to turn an override on in order to reach the penalties, new players can just not override it and they won't fall over. Not that hard.
But if mechs can fall by themselves, they must logically be able to fall from being tackled. Having one and not the other would be very .

And I don't think that lights and mediums would be nerfed by this, given their higher speed they can avoid being tackled by bigger mechs, unless they get too close.
Light fast mechs would have higher kinetic energy while bigger mechs would have higher momentum. In practice that would likely mean that it's going to be more damaging to the lighter mech if you try to ram with it.

#15 jss78

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Posted 03 August 2016 - 02:27 AM

Interesting idea. I'm all for adding more depth to the core gameplay, though I gather that we shouldn't expect such changes from PGI. I think their position is that MWO is already straddling the line of how much complexity a game can have while attracting a viable player base.

The problem I see is that the feedback for keeping a 'mech upright is supposed to come through the neural helmel and your own sense of balance. We don't get this feedback as we're sitting behind our monitors, yet we'd be given the task of keeping the 'mech upright. This is the same thing hardcore racing simulations have though, and they give the players advanced physical models too while the players have deprived sensory feedback.

Edited by jss78, 03 August 2016 - 02:28 AM.


#16 Yellonet

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Posted 03 August 2016 - 02:33 AM

View Postlazytopaz, on 03 August 2016 - 02:03 AM, said:

If that kind of mechanic would've been introduced then I would opt to be immediately followed by melee mechanics of sorts. Make use of those big metallic hands and stompy feets. I want to see some events which require you to succesfully kick 20 mechs 50m away from you and rewarding you with speakers that will yell "homerun!!!" each time you do that kind of thing.

Agreed. It would also open up for more mechs, such as the Hatchetman and Berserker which without melee would only look stupid. Apparently there's even a "Clanbuster" version of the Black Knight with a 5 ton hatchet, should be quite a formidable weapon up close.

#17 Amsro

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Posted 03 August 2016 - 03:02 AM

oh how I would love to drop in on top of another mech in my heavy metal and watch it stumble and stutter and take a bit of "fender bender" damage.

#18 WarPickle

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Posted 03 August 2016 - 03:05 AM

You clearly never played back in the time of falling down.... you fall you are dead... no amount of practice will help you..

I wish we could fall over again, but as I played when we did and remember the horror of it all.... damn it ...... sorry.... too soon :(

Where are my meds damn it!!

#19 Yellonet

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Posted 03 August 2016 - 03:08 AM

View PostAmsro, on 03 August 2016 - 03:02 AM, said:

oh how I would love to drop in on top of another mech in my heavy metal and watch it stumble and stutter and take a bit of "fender bender" damage.
I would love come running with my Hatchetman, jump over a ridge towards an unexpecting enemy Nova, fire the AC/10 while in the air, then smash the hatchet into the Nova's cockpit as I land.

#20 Amsro

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Posted 03 August 2016 - 03:10 AM

View PostWarPickle, on 03 August 2016 - 03:05 AM, said:

You clearly never played back in the time of falling down.... you fall you are dead... no amount of practice will help you..

I wish we could fall over again, but as I played when we did and remember the horror of it all.... damn it ...... sorry.... too soon Posted Image

Where are my meds damn it!!


true, but the code for knockdowns was LOL.

I'm sure better can be done, but that would also require HSR to be recoded. GL HF.

Posted Image

Edited by Amsro, 03 August 2016 - 03:11 AM.






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