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A Discussion About Increasing Ramming Damage.


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#1 Kangarad

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Posted 21 July 2016 - 07:24 AM

So one thing that realy bugged me was this match.

Posted Image the 3 surving ones including me (lost a side trosi whre my laser backup weapons where) an lrm summoner and the dual gauss jaegermech, had all ran out of ammo.


well sofar so good for my team. The game was basicaly decided allready. that was with 5 minutess left on the timer.


so for these 5 minutes we were trying to ram the jaegermech to death...
we could not. It was kind of hillarious but also very disapointing for me since earlyer this week i actualy ram'd a locust to death. (my second ramming kill in years ya)


So uuh. what would happen if the rammming damage was increased by the whieght of the mechs ramming? lowest being 2x20t locusts touching each other and highest would be 2x100t mechs crashing into each other.


or if the ramming damage was percentual damage to your structure? say 10% of your structue for ramming something every time you do, would still take a while but not 5 freakin minutes with no visible change.


Or do you guys perhaps have other Ideas on how this could be made a viable feature beyond -1 C-Bill for ramming a teammate on endscreen...



Other peoples Ideas:

1)

View PostLily from animove, on 21 July 2016 - 07:26 AM, said:

damage done and received = speed /10. will rpevent all suicide lights doing stupid stuff.


2)

View PostEl Bandito, on 21 July 2016 - 07:39 AM, said:

Ramming damage should be increased drastically and should be biased toward heavier mechs. Finally the Linebacker will have a use then. Posted Image

View PostYellonet, on 21 July 2016 - 07:43 AM, said:

+ knockdown, and melee.

3)

View PostEvilCow, on 22 July 2016 - 02:22 AM, said:

1) Increase collision damage.
2) Reintroduce knockdowns.
3) Implement a proximity alarm, a buzzer for example, proportional to distance.

4)

View PostDovisKhan, on 22 July 2016 - 01:45 AM, said:

Speed X mass /100 distributed per 3 components, the one you hit and the ones nearest to it



One Negative on ramming at all:

View PostMcgral18, on 21 July 2016 - 08:29 AM, said:

I want to say no, exclusively due to the shite rubber banding issues.
Where 1 logical collision results in 5 instead

Edited by Kangarad, 22 July 2016 - 03:15 AM.


#2 Lily from animove

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Posted 21 July 2016 - 07:26 AM

damage done and received = speed /10. will rpevent all suicide lights doing stupid stuff.

#3 Baulven

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Posted 21 July 2016 - 07:28 AM

View PostLily from animove, on 21 July 2016 - 07:26 AM, said:

damage done and received = speed /10. will rpevent all suicide lights doing stupid stuff.


Well if I am down to 1 laser on a cheetah I would totally ram kamikaze into on open CT at max speed.

#4 MeiSooHaityu

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Posted 21 July 2016 - 07:31 AM

I feel it could have dire consequences for friendly lights that might get ran over at the beginning of each match.

Even now lights often suffer a little bit of accidental leg damage pretty frequently, add this mechanic, and they could be crippled right from the start.

Even if the damage was shifted from he legs to torsos or arms, friendly damage would be severe to a light.

I just don't think it will quite work. The start of a match is just too chaotic.

Maybe if there was a brief collision immunity at the start of each match, but even still, friendly collisions would happen frequent enough throughout the entire match to cause problems between teammates.

#5 Baulven

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Posted 21 July 2016 - 07:34 AM

View PostMeiSooHaityu, on 21 July 2016 - 07:31 AM, said:

I feel it could have dire consequences for friendly lights that might get ran over at the beginning of each match.

Even now lights often suffer a little bit of accidental leg damage pretty frequently, add this mechanic, and they could be crippled right from the start.

Even if the damage was shifted from he legs to torsos or arms, friendly damage would be severe to a light.

I just don't think it will quite work. The start of a match is just too chaotic.

Maybe if there was a brief collision immunity at the start of each match, but even still, friendly collisions would happen frequent enough throughout the entire match to cause problems between teammates.


Depends on how much speed is applied to the mechanic. If it's just weight based lights are in for a bad time. If it's primarily speed based it shouldn't be too problematic. If it's a combo then it would still be a little problematic. Everyone would actually need to learn to walk 10steps forward before turning, which will be like herding cats.

#6 El Bandito

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Posted 21 July 2016 - 07:39 AM

Ramming damage should be increased drastically and should be biased toward heavier mechs. Finally the Linebacker will have a use then. Posted Image

#7 Yellonet

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Posted 21 July 2016 - 07:43 AM

View PostEl Bandito, on 21 July 2016 - 07:39 AM, said:

Ramming damage should be increased drastically and should be biased toward heavier mechs. Finally the Linebacker will have a use then. Posted Image

+ knockdown, and melee.

#8 MeiSooHaityu

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Posted 21 July 2016 - 07:44 AM

View PostYellonet, on 21 July 2016 - 07:43 AM, said:

+ knockdown, and melee.


The age of the Dragon has returned!!!

#9 Mcgral18

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Posted 21 July 2016 - 08:29 AM

I want to say no, exclusively due to the shite rubber banding issues.
Where 1 logical collision results in 5 instead

#10 Moldur

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Posted 21 July 2016 - 08:56 AM

Wow, what an awesome match lol.

#11 Kangarad

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Posted 21 July 2016 - 09:38 AM

Updated OP with Quotes of Ideas /Negatives.

That rubberbanding might realy be an issue when faster and smaller mecs collide. otherwhise if its just speed based since youd loose all of that in the collision firsthand it wont do much damage even if it counts multiple in short order.

#12 PhoenixFire55

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Posted 22 July 2016 - 01:27 AM

Its not about "ramming" damage, its about collisions in general.
We used to have collisions in CB and it was bad because it was PGI-collisions. They got removed and PGI promised that collisions will be coming back. 4 years and pending and I can guarantee you that they will never even consider implementing collisions again because their devs are far too dumb to do it right.

#13 AnTi90d

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Posted 22 July 2016 - 01:36 AM

If PGI can't figure out how to do mecha-melee..

..then at least turn up the dial on the ramming and DFA damage.

I really, really miss pinging off of people's heads from MW4.. and their DFA damage was definitely less than 10 and probably less than 5. It wasn't game breaking, just some way to damage other mechs when you're just a pair of legs with JJs.

Posted Image



#14 DovisKhan

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Posted 22 July 2016 - 01:45 AM

YES PLEASE


Much, much ore ram damage



Speed X mass /100 distributed per 3 components, the one you hit and the ones nearest to it


That way when a 100 ton mech at 54 kph hits you, you truly feel the devastating power behind it


And that would be signifficant, but not game breaking, 54 damage per 3 components is 18 each



A locust going at 165 kph would do 33 damage, 11 per component, would die after a few of such crashes, but that does make sense, if you crash a 20 mech at something at that speed, there has to be damage

#15 Ano

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Posted 22 July 2016 - 01:47 AM

View PostMcgral18, on 21 July 2016 - 08:29 AM, said:

I want to say no, exclusively due to the shite rubber banding issues.
Where 1 logical collision results in 5 instead


I don't know if I love the idea of increasing collision damage, as the vast majority of collision damage I receive (and most likely deal) is at the start of a match, when mechs are dropped close together and are all heading to the same spot via the same route i.e. from/to my own team.

If there is to be a change to the amount of damage caused, it would make sense to have a simple time-based immunity to collision dmg to avoid exactly that lag scenario. Something as simple a "you can only take collision damage once every 3 seconds" (numbers adjustable, naturally) should protect against the warping light, and also provide a little bit of trolling protection. Amusing though the videos might have been, I'm not sure anyone wants the return of dragon bowling or a dmg/based equivalent.

Edited by Ano, 22 July 2016 - 03:45 AM.


#16 Weeny Machine

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Posted 22 July 2016 - 01:57 AM

View PostEl Bandito, on 21 July 2016 - 07:39 AM, said:

Ramming damage should be increased drastically and should be biased toward heavier mechs. Finally the Linebacker will have a use then. Posted Image


Of course everything should be biased towards heavy mechs!

On a less sarcastic note:
Why not use the boardgame rules? At least speed mattered there

View PostDovisKhan, on 22 July 2016 - 01:45 AM, said:

YES PLEASE


Much, much ore ram damage



Speed X mass /100 distributed per 3 components, the one you hit and the ones nearest to it


That way when a 100 ton mech at 54 kph hits you, you truly feel the devastating power behind it


And that would be signifficant, but not game breaking, 54 damage per 3 components is 18 each



A locust going at 165 kph would do 33 damage, 11 per component, would die after a few of such crashes, but that does make sense, if you crash a 20 mech at something at that speed, there has to be damage


A bullet does hardly any damage. After all it is so tiny.

#17 xengk

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Posted 22 July 2016 - 01:59 AM

Collision is a 2 part problem.
Technical and Balance.

Technical side have to deal with bandwidth, which cause hit detection and rubber banding.
So far, this side of thing seems to have greatly improved over the years.
HSR have been implemented, I hardly seen any rubber banding now.

Balance side is alot more complicated.
The previous knockdown was heavily exploited, one would knockdown a target, and teammates will focus fire on it while it goes through the animation.
We still have yet come up a solution to this.

#18 El Bandito

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Posted 22 July 2016 - 02:00 AM

View PostBush Hopper, on 22 July 2016 - 01:57 AM, said:

On a less sarcastic note:
Why not use the boardgame rules? At least speed mattered there


I'm keeping my suggestion simple cause PGI can't do much, otherwise.

#19 EvilCow

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Posted 22 July 2016 - 02:22 AM

1) Increase collision damage.
2) Reintroduce knockdowns.
3) Implement a proximity alarm, a buzzer for example, proportional to distance.





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