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Dead Stop = Fall chance and target lock disruption?


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Poll: Dead-Stop = Fall chance and target lock disruption? (21 member(s) have cast votes)

When initiating a dead-stop maneuver:

  1. The 'Mech should have a percent chance to stumble to one knee or fall. (7 votes [33.33%])

    Percentage of vote: 33.33%

  2. #1 should apply, but only if the 'Mech has taken any amount of damage below the hip. (4 votes [19.05%])

    Percentage of vote: 19.05%

  3. #1 should apply, but only if the 'Mech has taken significant damage (25%+?) below the hip. (10 votes [47.62%])

    Percentage of vote: 47.62%

When initiating a dead-stop maneuver:

  1. The 'Mech should lose all target locks. (1 votes [4.76%])

    Percentage of vote: 4.76%

  2. The 'Mech should lose target locks if it stumbles or falls as a result. (7 votes [33.33%])

    Percentage of vote: 33.33%

  3. The 'Mech should lose all target locks but maintain a level 1 lock. (1 votes [4.76%])

    Percentage of vote: 4.76%

  4. The 'Mech should lose all target locks but maintain a level 1 lock, but only if LOS is maintained with the target(s). (6 votes [28.57%])

    Percentage of vote: 28.57%

  5. The 'Mech should not lose any target locks at all. (6 votes [28.57%])

    Percentage of vote: 28.57%

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#1 TimberJon

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Posted 07 March 2012 - 07:19 PM

My thought here is that this should be looked at as an entire piloting maneuver. Several systems need to focus on the task of leaking backwards, diverting emergency-like power to actuators, myomer, gyro, etc... in order to successfully complete a dead-stop command. Dozens of tons of metal doesn't gracefully stop from any speed except an easy walk. So for Question 1: my thought is that this "maneuver" should not be abused and used as a method of instant reverse.

My thought behind Question 2 is that the Q1 maneuver would be a priority command for the computers and would need to peak somewhere near 95% to increase the chance of success, and limit the chance of a stumble or a fall. So with nothing else more important than that emergency stop command... any active target locks should be disrupted in a fair or realistic manner.

I say it is a high priority maneuver because it is keeping the pilot alive. The all-stop probably wouldnt need to be used except in a real emergency like the ground was foggy and the pilot sees a deep ravine or steep cliff at the last second. You don't want to go over. You also don't want to fall anywhere since we are taking general fall damage. And then... there could be a nice severed I-Beam sticking out of some rubble you can poke right through your cockpit during a fall.

Edited by TimberJon, 07 March 2012 - 11:06 PM.


#2 ManDaisy

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Posted 07 March 2012 - 07:56 PM

I am assuming significant damage is critical hits to any leg actuators or gyro.

Edited by ManDaisy, 07 March 2012 - 07:56 PM.


#3 Halfinax

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Posted 07 March 2012 - 08:31 PM

Where's the option for "does not lose target locks?" Not really seeing a reason that stumbling should cause the 'Mechs targeting system to fail except when it loses LoS.

#4 TimberJon

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Posted 07 March 2012 - 11:05 PM

@ ManDaisy, yes. Or it could also be an imbalance such as if you already lost an arm that had significant weight to it. Significant damage to the internal of a leg might also cause a chance to buckle a bit or pinch an actuator. I don't know if they will be limping due to damage but since they stated the fact that fall damage will be a factor.. maybe.

@ Halfinax, I was thinking that a dead-stop, along with my reasoning in post 1, would be a benefit type event. Or.. .an action with some weight to it, rather than just another button we push for an action we expect to work exactly the same way every time. Say a dead-stop is a major action, and torso twisting is a minor one. So a major one should have a trade off. Why should you just dead-stop with no penalty as it was in previous games? I'm just trying to find a decent trade off to make us think about whether it is a good time tactically to use the dead-stop, or else learn to pilot better or more carefully. We really took advantage of the backspace in MW4 but those 'Mechs were reversing as if they had driveshafts linking their legs together. There is an emphasis on simulation after all, and that would simulate the real issue of a tall bi-legged metal tank with a gyro, some myomer and not the greatest balance.

#5 Nik Van Rhijn

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Posted 08 March 2012 - 01:32 AM

Ideally, depending on the surface, there should be a chance of skidding etc. That might be taking the sim too far for many people. Personally I don't think piloting a mech should be too easy and consequence free - it's not a dodgem after all.

Edited by Nik Van Rhijn, 08 March 2012 - 02:20 AM.


#6 Halfinax

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Posted 08 March 2012 - 01:35 AM

View PostTimberJon, on 07 March 2012 - 11:05 PM, said:

@ ManDaisy, yes. Or it could also be an imbalance such as if you already lost an arm that had significant weight to it. Significant damage to the internal of a leg might also cause a chance to buckle a bit or pinch an actuator. I don't know if they will be limping due to damage but since they stated the fact that fall damage will be a factor.. maybe.

@ Halfinax, I was thinking that a dead-stop, along with my reasoning in post 1, would be a benefit type event. Or.. .an action with some weight to it, rather than just another button we push for an action we expect to work exactly the same way every time. Say a dead-stop is a major action, and torso twisting is a minor one. So a major one should have a trade off. Why should you just dead-stop with no penalty as it was in previous games? I'm just trying to find a decent trade off to make us think about whether it is a good time tactically to use the dead-stop, or else learn to pilot better or more carefully. We really took advantage of the backspace in MW4 but those 'Mechs were reversing as if they had driveshafts linking their legs together. There is an emphasis on simulation after all, and that would simulate the real issue of a tall bi-legged metal tank with a gyro, some myomer and not the greatest balance.



Well the stumbling chance on dead stop is a very good trade off for using it. I totally agree with that premise, but I just don't see a. why my nuero-helm would be attached to the targeting computer, b. why the targeting computer would lose track of what you are targeting because your 'Mech stumbled.

You don't need 2 trade offs for one event. I agree that there should be consequences to a dead stop, but I'd just rather it not be a thing at all.

Ultimately I'm just asking for another option on the poll that isn't pre-biased to how you think it should work. Thank you for adding that option to the poll.

Edited by Halfinax, 08 March 2012 - 01:38 AM.


#7 Ray Mason

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Posted 08 March 2012 - 04:57 AM

None of the above - I don't agree at all.

#8 Aegis Kleais

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Posted 08 March 2012 - 06:49 AM

I always thought Dead stop means to kill all forms of thrust and have the Mech naturally slow itself to a standstill, no chance for self-inflicted damage. When I want to backup quickly, I just want to gun the throttle and throw it in reverse. I understand the Mech will slowly come to a stop with forward momentum before it begins to build reverse momentum.

#9 ManDaisy

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Posted 08 March 2012 - 08:50 AM

If you think of it that way then the mechanics are kinda redundant don't you think?

#10 TheRulesLawyer

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Posted 08 March 2012 - 10:49 AM

Poll needs none of the above option. We can only agree with you in degree. I don't.

#11 Corben

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Posted 08 March 2012 - 12:48 PM

Lol this poll is loaded, how does it should anything without options to not want this feature at all?

#12 canned wolf

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Posted 08 March 2012 - 02:39 PM

Slipping and falling is a major component in city fights for tabletop. I don't think it should be an ice rink every time you're on blacktop, but some risk of falling seems appropriate. I also like the idea of being able to pull high risk manuvers. Whats worse: falling on your face or running into an Atlas's line of fire?





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