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Limping


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#1 Variant1

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Posted 09 April 2018 - 11:19 AM

Before anyone charges up their gauss and cores me out faster than betty saying "critical damage" im not talking about bringing that stun mechanic where you shoot a mech and it starts limping at 15kph
although it would be nice if it was backPosted Image
,Im talking about when the leg comes off the mech uses the limp animation instead of the walk animation. Right now when you get legged you limp for a few seconds and then walk normal like nothing happened. The only way to tell if a mechs leg has been damaged is in the paperdoll, would be nice if there was a limping animation. Its in the game i dont see why a small tweak could be used to make it constant instead of only appearing when the legs been dmged.

There was also a thread on this a few years ago
https://mwomercs.com...ping-animation/
it seems people would like to see it, and it shouldnt take alot of devtime to fix in.

Its just a minor thing, but if they dont want to use up dev time on it i understand and im okay with it its a minor detail anyway. thoughts?

Edited by Variant1, 09 April 2018 - 11:19 AM.


#2 Appogee

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Posted 09 April 2018 - 11:36 AM

The limping animation stops after a while?

I didn't notice that.

But if it does, I agree, it should continue.

#3 Nema Nabojiv

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Posted 09 April 2018 - 11:39 AM

Agree. I did notice that the only way to tell which leg is destroyed is only by paperdoll. I also remember it was very obvious just by looking at how the mech walks in MW4.

#4 WhineyThePoo

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Posted 09 April 2018 - 12:01 PM

Wut? Mechs a limping animation?! I had not noticed.

#5 Humpday

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Posted 09 April 2018 - 12:13 PM

Yeah I've not noticed either...probably because a legged mech is very shortly after, a dead mech.

#6 ChapeL

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Posted 09 April 2018 - 01:13 PM

Another detail that crashed against he "minimal viable product" wall.

With perspective and since the announcement of MW5 especially, I understand better ( but not necessarily condone ) why some corners have been cut. Attention to details cost money these days...

#7 Kalimaster

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Posted 09 April 2018 - 02:41 PM

Interesting. I'm going to have to run 3rd person for awhile and hope I get legged instead of having a nice friendly headshot. Should be fun.

#8 Variant1

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Posted 09 April 2018 - 03:44 PM

View PostWhineyThePoo, on 09 April 2018 - 12:01 PM, said:

Wut? Mechs a limping animation?! I had not noticed.

They sure do. Unfortunently its not noticable in first person unless you shot off an enemy's footPosted Image

View PostHumpday, on 09 April 2018 - 12:13 PM, said:

Yeah I've not noticed either...probably because a legged mech is very shortly after, a dead mech.

True especialy with lights, once that leg is gone its goner the next second. Try shooting an enemies foot off in your next match and youll notice the animation, it only goes for a few seconds so watch outPosted Image

Also fun fact: each mech has a unique limping animation for when a leg is destroyed

#9 El Bandito

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Posted 09 April 2018 - 06:12 PM

The blown leg should have more sparks flying around as well, for easy identification without waiting for the paperdoll to read.

#10 Variant1

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Posted 09 April 2018 - 06:25 PM

View PostEl Bandito, on 09 April 2018 - 06:12 PM, said:

The blown leg should have more sparks flying around as well, for easy identification without waiting for the paperdoll to read.

The leg should also have some of the armor removed off the model exposing the circuits of the leg too or missing some toes
something like thisPosted ImagePosted Image
gifs taken from: https://mwomercs.com...gif-collection/

#11 Spare Parts Bin

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Posted 09 April 2018 - 06:37 PM

View PostVariant1, on 09 April 2018 - 03:44 PM, said:

They sure do. Unfortunently its not noticable in first person unless you shot off an enemy's footPosted Image

True especialy with lights, once that leg is gone its goner the next second. Try shooting an enemies foot off in your next match and youll notice the animation, it only goes for a few seconds so watch outPosted Image

Also fun fact: each mech has a unique limping animation for when a leg is destroyed

View PostEl Bandito, on 09 April 2018 - 06:12 PM, said:

The blown leg should have more sparks flying around as well, for easy identification without waiting for the paperdoll to read.


I like it the leg should also be GONE not just drug.

#12 evilauthor

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Posted 09 April 2018 - 08:47 PM

View PostSpare Parts Bin, on 09 April 2018 - 06:37 PM, said:

I like it the leg should also be GONE not just drug.


But then mechs would look silly hopping around on one leg.

The decision to make mechs still mobile after losing a leg was a gameplay balance decision. If mechs "died" to losing a single leg, gameplay would devolve into everyone trying to shoot everyone else's legs off instead of aiming at the torso.

That being said, I wouldn't mind seeing a destroyed torso actually being totally gone instead of just looking like Swiss cheese. But I understand that would require a hell of a lot of work for making PGI to make extra mech models just to show (or rather, NOT show) a missing torso.

#13 Vellron2005

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Posted 09 April 2018 - 11:46 PM

View PostVariant1, on 09 April 2018 - 11:19 AM, said:

Before anyone charges up their gauss and cores me out faster than betty saying "critical damage" im not talking about bringing that stun mechanic where you shoot a mech and it starts limping at 15kph
although it would be nice if it was backPosted Image
,Im talking about when the leg comes off the mech uses the limp animation instead of the walk animation. Right now when you get legged you limp for a few seconds and then walk normal like nothing happened. The only way to tell if a mechs leg has been damaged is in the paperdoll, would be nice if there was a limping animation. Its in the game i dont see why a small tweak could be used to make it constant instead of only appearing when the legs been dmged.

There was also a thread on this a few years ago
https://mwomercs.com...ping-animation/
it seems people would like to see it, and it shouldnt take alot of devtime to fix in.

Its just a minor thing, but if they dont want to use up dev time on it i understand and im okay with it its a minor detail anyway. thoughts?


To be honest, I was quite disappointment when I first saw this.. even MW3 had a clear limp with the destroyed leg barely hanging on to the chassis, and being dragged lifelessly behind the mech..

The fact a destroyed leg keeps moving at all is a testament to how bad the animation works in this game.. Considering the lack of inverse kinetics, inability of quads and choppy leg animation of some mechs, I'd say things like a proper limp are beyond PGI's ability to do in Cryengine..

Edited by Vellron2005, 09 April 2018 - 11:46 PM.


#14 WhineyThePoo

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Posted 11 April 2018 - 07:37 AM

I have now seen the light! Or at least the limping animation, just took me 6 years...
And yes, why cant we have that all the time for legged mechs instead of just for a second or two.

And while we are at it, can we have some proper separate walking/running animations? Kinda how it was in the mech commander series?

#15 Leone

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Posted 11 April 2018 - 09:17 AM

I thought they still smoked? Maybe I'm crazy.

~Leone





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