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Ramming Discussion


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#21 Shifty McSwift

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Posted 26 September 2017 - 10:08 PM

View PostJohnny Z, on 26 September 2017 - 09:46 PM, said:

Bound to be "incidents" and trolling. But sometimes its best to let the players work it out themselves. Its a balance thing I guess.


Sure but if it still counts as team damage, then what is the bigger threat, being rammed by a teammate or just being outright shot by a teammate?

View Postterrycloth, on 26 September 2017 - 02:36 PM, said:


Making ramming useful is not going to stop people from ramming. You'll just end up making people pissy at teammates who walked into them while zoomed in.


You still get that now in various ways, people stuck in behind you blocking movement are pretty likely to get you killed or highly damaged, people walking in front of fields of fire risk being hit etc etc.

And again the idea isn't to make it useful, it is to make it appropriately damaging to both parties, in particular the "offender" which can be identified in many cases by simply noting who was moving and who wasn't etc. So the result is that no one wants to ram eachother at all unless in some dire desperate situation.

In the extreme sense of it picture a head on collision between a light doing 165kph and a Kodiaks leg doing 65kph, if the result was such extreme damage to the light that it killed him, the Kodiaks leg would likely be destroyed as well. I am not saying put the damage up to such extreme levels, but nobody would desire that result, and even a Kodiak desperately trying to do it as he is slightly favoured in the scenario has to make a head on collision with a light happen, which would be almost purely luck base with that speed difference.

#22 adamts01

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Posted 26 September 2017 - 10:34 PM

I love your suggestions for collisions. I can't count how many times I've strategically blocked an enemy assault in my Locust so my team could jump him, or now that we have Escort I'll use my Locust to block the VIP. It's all just silly. The sour taste most players have is from the Dragon days, but instead of fixing it they just removed collisions. It was all just another lazy PGI band-aid.

#23 JediPanther

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Posted 27 September 2017 - 12:11 AM

Already enough people complaining about the 1-2 percent leg damage from some fool trying to get off spawn 'ramming' his team mates. I just see it as a way to make the light and med classes take more damage whilst the heavies and 100 tonners just shug it off with a whatever. The atlas for example has 84 leg armor, a mere bump of collision won't bother it but for a 20-25 ton mech that needs all the armor will just have to go more careful.

What would ramming speed be for each mech class? We all know how fast the assaults are going at their warp speed of 64-69 speed tweaked kph. how would you deal with a missing leg and the 40-50kph speed? No matter how you ramp up damage not very many people are going to suddenly spec into speed retention on mobility when they can just go firepower or survival.

#24 adamts01

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Posted 27 September 2017 - 12:15 AM

View PostJediPanther, on 27 September 2017 - 12:11 AM, said:

The atlas for example has 84 leg armor, a mere bump of collision won't bother it but for a 20-25 ton mech that needs all the armor will just have to go more careful.
That's very true, and lights still need some love, but this proposal is mostly in place to limit that terrible rubber-banding we have. The damage could scale exponentially, so those little bumps here and there aren't a big deal. Or the damage could be so minuscule that it's inconsequential to lights, and it just fixes rubber-banding.

#25 Shifty McSwift

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Posted 27 September 2017 - 12:19 AM

View PostJediPanther, on 27 September 2017 - 12:11 AM, said:

Already enough people complaining about the 1-2 percent leg damage from some fool trying to get off spawn 'ramming' his team mates. I just see it as a way to make the light and med classes take more damage whilst the heavies and 100 tonners just shug it off with a whatever. The atlas for example has 84 leg armor, a mere bump of collision won't bother it but for a 20-25 ton mech that needs all the armor will just have to go more careful.

What would ramming speed be for each mech class? We all know how fast the assaults are going at their warp speed of 64-69 speed tweaked kph. how would you deal with a missing leg and the 40-50kph speed? No matter how you ramp up damage not very many people are going to suddenly spec into speed retention on mobility when they can just go firepower or survival.


To the first point, they could simply space out spawn distance or add some kind of ram damage ignore timer for the first 10 seconds.

To the second, something as simple as not just relegating to leg damage also could help to mete out the class differences, with smaller classes/mechs taking torso height damage for running into bigger mechs etc. And it's not necessarily based on a particular ramming speed threshold, but just gauging it by the speed mechs were traveling at the point of collision, and whether or not they were accelerating into it or braking to avoid it etc.

There are pretty simple flags that can add circumstantial aspects to it like that, but in basic principle the system we have being amplified some, would make a decent difference IMO.





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