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Mechs Falling Down
Started by Koyoko, Jan 24 2017 12:55 PM
9 replies to this topic
#1
Posted 24 January 2017 - 12:55 PM
i know i have not played many games in mwo but i have played the battletech tabletop and mechwarrior rpg's as well as the earlear vidiogames and one thing i noted as missing is mechs falling down simply put a mech the takes a lot of damage in a very short time can fall over this can be form the force of impacts, loss of armor unblancing the mech or damage to the mechs leg actuators and or gyro however it happens the mech falls down and has to get back up putting this into the game can also help balance high alpha mechs ie if you hit my mech with enough damage that i fall over those shots that dont travle as fast as the one that knocked me down will miss high also lazer and ac shots wont get full time on target. now i have to get up this would be automatic and would take some time but can be speed up by my having hand and/or lower arm actuators so lets say (mostly for easy math) that getting up takes 4 seconds base if i dont have any hand or lower arm actuators (or there distroyed) thats how long getting up takes but each actuator lowers this time by .5 seconds ie if i have all 4 i can get up in 2 seconds but removing them to make room for more weapons/ammo means getting up is slower. falling down has alwase ben in the game and should be in this one
#2
Posted 24 January 2017 - 01:04 PM
Last time we had knockdown, this happened.
So don't expect it to come back any time soon.
So don't expect it to come back any time soon.
#3
Posted 24 January 2017 - 01:13 PM
Knockdowns touched Paul in a bad place because he got trolled in the above video by people abusing the system. They're never coming back. Sorry.
#4
Posted 24 January 2017 - 04:28 PM
Regardless of personal attacks, the original knockdown system was easily abused and thoroughly done-so by many groups of players. A single Dragon could mow-down a dozen Atlas Mechs in one pass.
Knockdowns are likely not coming back unless PGI finds a way to reduce the impact of "charging squads" that can neutralize many Mechs at once with no damage to themselves.
Knockdowns are likely not coming back unless PGI finds a way to reduce the impact of "charging squads" that can neutralize many Mechs at once with no damage to themselves.
#5
Posted 24 January 2017 - 05:05 PM
Prosperity Park, on 24 January 2017 - 04:28 PM, said:
Regardless of personal attacks, the original knockdown system was easily abused and thoroughly done-so by many groups of players. A single Dragon could mow-down a dozen Atlas Mechs in one pass.
That was because they calculated the Dragon as being a 100 ton mech when doing collision calculations.
#6
Posted 24 January 2017 - 05:08 PM
The simple, undisputed, objective truth of it all is that PGI basically tried one way to implement knockdowns out of literally an infinite number of different ways and, on this basis, the community has now decided it would never work. PGI seems to agree.
PS: I am not trolling.
PPS: At least not entirely.
PS: I am not trolling.
PPS: At least not entirely.
#8
Posted 24 January 2017 - 05:47 PM
There were a number of problems with knockdowns, but none of them were insurmountable. As I recall, the two biggest issues were Dragons being practically immune to falling, while being able to knock over everything else, and the relatively light damage done to the charging mech. Yet, falling also made light mechs less of the demonic spiders they are in the current game, since you couldn't just charge heavier mechs, and alpha them at point-blank range with srms and not get smacked down in the process.
How to fix it:
- Charging and DFA are supposed to be desperation attacks, due to armor being somewhat brittle in terms of physical impact resistance. Making it so that the attacking mech suffered more damage to itself from the collision than it did would have been a good start.
- Falling was NEVER a guaranteed result of the things that could cause it in TT. (taking >20 dmg per turn, getting hit by a melee attack/failing a melee attack, and running on roads.), Falling should remain a possibility, but should have a low chance of happening. Back in Beta, you could be knocked over by mechs that were practically standing still, which was complete BS. With features like pilot trees and the adv gyro module, you could even add modifiers to make a mech more resistant to falling,
- While falling probability should scale with tonnage difference, again, the likelihood should never be 100%, nor should it be 0% for a heavier mech being physically hit by a lighter mech
The issues with collisions were not insurmountable, The reason they were thrown out was solely to stroke Paul's hurt ego.
How to fix it:
- Charging and DFA are supposed to be desperation attacks, due to armor being somewhat brittle in terms of physical impact resistance. Making it so that the attacking mech suffered more damage to itself from the collision than it did would have been a good start.
- Falling was NEVER a guaranteed result of the things that could cause it in TT. (taking >20 dmg per turn, getting hit by a melee attack/failing a melee attack, and running on roads.), Falling should remain a possibility, but should have a low chance of happening. Back in Beta, you could be knocked over by mechs that were practically standing still, which was complete BS. With features like pilot trees and the adv gyro module, you could even add modifiers to make a mech more resistant to falling,
- While falling probability should scale with tonnage difference, again, the likelihood should never be 100%, nor should it be 0% for a heavier mech being physically hit by a lighter mech
The issues with collisions were not insurmountable, The reason they were thrown out was solely to stroke Paul's hurt ego.
#9
Posted 25 January 2017 - 02:23 AM
I remember, back in the day, the main job of a raven was to knock down assaults, and then keep them down..
Maybe it's truly better if knockdowns are kept out of this game, as long as we don't have melee.. what's the fun of knocking someone down if you can't kick the coolant out of them?
Maybe it's truly better if knockdowns are kept out of this game, as long as we don't have melee.. what's the fun of knocking someone down if you can't kick the coolant out of them?
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Edited by Vellron2005, 25 January 2017 - 02:23 AM.
#10
Posted 25 January 2017 - 02:50 AM
Vellron2005, on 25 January 2017 - 02:23 AM, said:
I remember, back in the day, the main job of a raven was to knock down assaults, and then keep them down..
Maybe it's truly better if knockdowns are kept out of this game, as long as we don't have melee.. what's the fun of knocking someone down if you can't kick the coolant out of them?
Maybe it's truly better if knockdowns are kept out of this game, as long as we don't have melee.. what's the fun of knocking someone down if you can't kick the coolant out of them?
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I can imagine how knockdowns with melee attacks would work. There will be a 3-5 mech heap of fallen down mechs and some mechs trying to kick that pile when it still moves. Just like in the tabletop.
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