Damage at 20 points or over should have chance of knockdown.
#61
Posted 29 December 2011 - 04:10 PM
Where, how, when you get hit matters, is what I'm saying.
Believe me, I understand that "If Mech Takes 25 damage, and RNG # = over 10- Pilot skill, then execute fall animation". would be easier. I get that. I'm saying that if you get hit in an extended, running leg with a gauss slug, that leg might cross over the other and trip you, because physics says so.
#62
Posted 29 December 2011 - 04:28 PM
Also unlike table top, were are dealing with real time combat.
Instead of a flat 20 damage for a flat knockdown chance, the game should take into account, weight, rate of of damage, and weapon type, in order to calculate % "chance to tip over".
When I say rate of damage, I mean every hit from a weapon should be like tipping a scale, if you don't do enough at once eventually the scale will rebalance, but if you do enough to overcome the gradual rebalance over time, and even have excess, you can tip the scale over. In essence weapons should have a push factor, and mech should have a rebalance factor. Enough pushing combined to overcome the balance is what tips a mech.
1st video 1:00 mark
Also thinking, with each psuh, it move the mech by a couple of degrees, if the mech violates and Y degree angle it cant reblance and tips. Also like big dog, mechs being pushed in the direction of the attack would be neat.
2nd video
:35 second mark
Whether a shot hits the lower torso or the upper torso, would also change how much leverage was applied to the mech. ragdoll physics would really have to come into play.
Edited by ManDaisy, 29 December 2011 - 04:47 PM.
#63
Posted 29 December 2011 - 05:29 PM
Aegis Kleais™, on 28 December 2011 - 09:05 PM, said:
Of course a DFA is enough kinetic force to topple a Mech. But is weapons fire has been shown in previous games to do likewise. So is it due to gyroscopic overloads, where the gyro cannot overcome and counter the force, or is it that the actuators are over-exerted and end up failing (or some combination of it both)
How can armor on your Mech, exploding from damage, be of a higher kinetic push on the Mech than the initial weapon that hit it? Where's Bill Nye when you need him?
I can't answer for why they decided to have it work like that in the previous MW games: it could very well have just been for arbitrary "cool factor" or some such. In mw4 knockdown is really odd and I don't think we ever really pinned down the "why and how" of it. Sometimes you could absorb an alpha of over 100 points of damage and not miss a step, sometimes a single LBX 20 would knock you over...
As far as in the BTU? ... again, it's not a "Higher kinetic push" and it's not the energy imparted that does the unbalancing.
What does the unbalancing is that the 'mechs balance sensing mechanisms and the physical gyro assembly cannot react fast enough to compensate for what amounts to an instant loss of weight, a loss of weight that the programmers can't really compensate for in the 'mechs MMSS (movement subsystem) and gyro computers. By the time your 'mech "sees" the incoming fire, it's too late. The weapons fly to quickly; and with missiles, there's the unpredictability factor of knowing where they're going to hit (which also applies to direct fire weapons somewhat).
It's not that the incoming weapons fire hits your mech so hard, its that it is, in human terms, "completely unexpected change of balance." This is also why the damage listed does not just instantly "knock the 'mech over" but rather unbalances the 'mech, with the pilot getting a chance to keep the 'mech from falling over.
verybad, on 28 December 2011 - 09:57 PM, said:
Ah, don't lie. You're just happy to see me picking on someone else!
Skygrunt, on 29 December 2011 - 12:08 AM, said:
It's not "guaranteed knockover" - it's rather just that it unbalances your 'mech and you might fall over, depending on what your pilot does.
Edited by Pht, 29 December 2011 - 05:30 PM.
#64
Posted 29 December 2011 - 05:38 PM
What's the problem?
Edited by Nik Van Rhijn, 29 December 2011 - 05:38 PM.
#65
Posted 29 December 2011 - 05:51 PM
Nik Van Rhijn, on 29 December 2011 - 05:38 PM, said:
What's the problem?
#66
Posted 29 December 2011 - 05:59 PM
#67
Posted 29 December 2011 - 06:08 PM
#68
Posted 29 December 2011 - 06:10 PM
#69
Posted 29 December 2011 - 06:12 PM
Nik Van Rhijn, on 29 December 2011 - 06:08 PM, said:
I get what your saying in terms of the 180 degree impacts, but the lg laser and AC10 was just an example (I am not 100% familiar with all BT damage values) so instances aside from the aforementioned "180" I feel could still result in a knockdown.
#70
Posted 29 December 2011 - 06:27 PM
This could also tie directly into gyro damage or quality of the gyro.
#71
Posted 29 December 2011 - 06:47 PM
I don't know how I would "right myself" but my goodness that would be great.
#72
Posted 29 December 2011 - 06:51 PM
If however a pilot could be clued in to how well balanced their mech was and could do stuff about it, it would take some of the seemingly random chance out of it. Players would know more or less why they fell over, know that they done goofed, and take better measures next time.
For example. Say that balance was like a fast regenerating point value. Lets call them gyro points. Certain things add to the regen rate, certain things detract. This could be visually represented by a number of visual warnings, simply be an audio queue in the form of different pitches of gyro whine noise at certain intervals, or both
anyhow, lets say standing stationary increased your gyro point regen speed, the faster you move, the slower the regen rate.
-taking a hit subtracts from however many points you have available
-losing arms or side torsos subtracts significantly
-having leg actuators pop subtracts and lowers your gyro point regen
-taking gyro damage subtracts and lowers regen substantially
-jump jetting substracts and lowers regen until after landing
-melee hits and giving melee attacks subtracts, different attacks and different tonnages subtract differently. (kicks more risky than punches)
-having a bigger mech increases your gyro point total (object at rest, stays at rest)
-having a smaller mech increases regen speed (less mass to move around makes it more nimble and able to recover faster)
-Firing hard recoil weapons like big ACs and gauss rifles while adding kinectic knock to your opponent, also subtracts a bit from your gyro points. Not enough to knock you over, but enough where a thunderhawk that just alphaed its 3 gausses will be easier to knock over than another thunderhawk that hadn't.
-Moving over broken rubble terrain lowers regen rate
-Moving on soft ground increases regen rate.
-crouching increases regen rate significantly
-pressing up against a wall or other solid object also increases regen rate.
Whenever you get low on gyro points heavy impacts might stagger you into a "big dog getting kicked and rebalancing" type situation. Or other such heavy impact fx.
If you suddenly get brought into negative gyro points, and can't regen your way out of the negatives before some x amount of time, then you get full blown knocked over.
if anyone played total annihilation or supreme commander, think something on terms of the metal/energy meters. Where you had inflow and outflow. Certain things would increase regeneration (building a fusion reactor, building metal extractors) while numerous other things would subtract (building stuff, firing certain high energy weapons) So long as you were in the green you were good, as soon as your regen rate went red and you hit zero, you had a problem.
Edited by VYCanis, 29 December 2011 - 07:00 PM.
#73
Posted 29 December 2011 - 06:53 PM
verybad, on 29 December 2011 - 06:27 PM, said:
This could also tie directly into gyro damage or quality of the gyro.
That all sounds great but I hope they make solid stat points so you know just what your "stability" factor is so that we don't have to bust out calculators to figure out those numbers.
#74
Posted 29 December 2011 - 07:00 PM
I would rather it got to a point where you reccognized that stability was a good thing and that certain mechs and gyros were more stable, but that figguring out exact numbers was a waste of time due to the number of factors.
Edited by verybad, 29 December 2011 - 07:00 PM.
#75
Posted 29 December 2011 - 07:06 PM
#77
Posted 29 December 2011 - 09:34 PM
#78
Posted 30 December 2011 - 07:50 AM
Dlardrageth, on 29 December 2011 - 02:19 PM, said:
So a Charger running into a Locust at full speed with a proper charge does nothing but grind a few metal plates, and both keep standing up facing each other? Right... how useful... I'd rather have a somewhat RNG-based knockdown mechanics in game than a completely over the top sillyness like Mechs being immune to simple laws of physics. It's not like you have some sort of immunity in your little car in real life when a ten-wheeler truck smashes into you. Why should you in game?
It's not a good balance if assault Mechs can pretty much oneshot most of the lighter Mechs on the battlefield with ease, but it's neither when a 20-ton Mech going at full speed sustains a perfect hit by double LRM20 salvos and just shrugs it off like it never happened to him. And as a dislike for RNG woul eliminate anything but either full missile salve hit or a total miss, that would mean that 20-ton Mech just "tanked" 40 damage points and just keeps moving on like it never happened, right?
I guess I would have to put his under "Be careful for what it is you wish!". The Beast, once unleashed, cares not for whom he eats.
#79
Posted 02 January 2012 - 12:53 PM
or is the knock done on an instant 20 point damage?
Edited by Yeach, 02 January 2012 - 01:00 PM.
#80
Posted 02 January 2012 - 12:56 PM
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