

Pls make mech falling in battle more realistic
#1
Posted 23 March 2012 - 12:38 PM
from the demo videos I could notice that damaged meches are falling on the ground very unrealistic, i.e. too quick and abrupt, as if they are made of plastic and not weighing a couple of tons.
Sincerely
#2
Posted 23 March 2012 - 12:46 PM
It would also be good to take into account that the actuators in the torso and legs on the Atlas for example are circular so upon total systems failures the actuators which are not locked in place IE park mode would realistically go into an un restricted state causing the mech to fall rapidly.
Im no physics professor, but thats my explanation

Edited by T0RC4ED, 23 March 2012 - 12:59 PM.
#3
Posted 23 March 2012 - 12:54 PM
XManBG, on 23 March 2012 - 12:38 PM, said:
from the demo videos I could notice that damaged meches are falling on the ground very unrealistic, i.e. too quick and abrupt, as if they are made of plastic and not weighing a couple of tons.
Sincerely
The footage is of a pre-alpha build; you can't expect any form of finality with it; it merely is showcasing game basics.
Did you notice too that Mechs did not get slowed by entering water? The Atlas was able to move at full speed (54KPH) while in the water.
Animation rigging can be done at a later time. At the time of the build they merely had to indicate that the Mech was dead. I, too, hope that a simple fall on it's face/back isn't the only animation that's done on death in the end.
Edited by Aegis Kleaisâ„¢, 23 March 2012 - 12:54 PM.
#4
Posted 23 March 2012 - 01:01 PM

Edited by XManBG, 23 March 2012 - 01:03 PM.
#5
Posted 23 March 2012 - 01:04 PM
Hopefully too, "dead" mechs can animate in one of 5-10 different animations (not pre-canned) when dead, rather than just falling over instantly.
#6
Posted 23 March 2012 - 01:08 PM
XManBG, on 23 March 2012 - 01:01 PM, said:

Im following, Im sure they will patch it up pior to the launch date like Aegis said.
Aegis Kleais™, on 23 March 2012 - 01:04 PM, said:
Hopefully too, "dead" mechs can animate in one of 5-10 different animations (not pre-canned) when dead, rather than just falling over instantly.
The devs said we as pilots cant die so it would be cool to see the tumble to the ground from way up in the cockpit of an atlas. I just hope we dont get a lame quick eject or something like that.
Edited by T0RC4ED, 23 March 2012 - 01:09 PM.
#7
Posted 23 March 2012 - 01:16 PM
T0RC4ED, on 23 March 2012 - 01:08 PM, said:
I'd like it to be random.
Sometimes you might be killed before your mech takes a few steps and falls over. Other times, you'll be alive and will watch as the Mech falls to the ground and explodes inside the cockpit to kill you (not permanently of course). And then there will be times where you will hopefully be rewarded if you eject (and get to watch that experience as well of being blasted into the air and having the chute deploy.
The less static it is, the better off I feel we'll be

#8
Posted 23 March 2012 - 01:22 PM
#9
Posted 23 March 2012 - 01:27 PM
Aegis Kleais™, on 23 March 2012 - 01:16 PM, said:
Sometimes you might be killed before your mech takes a few steps and falls over. Other times, you'll be alive and will watch as the Mech falls to the ground and explodes inside the cockpit to kill you (not permanently of course). And then there will be times where you will hopefully be rewarded if you eject (and get to watch that experience as well of being blasted into the air and having the chute deploy.
The less static it is, the better off I feel we'll be

I personaly hope the mech death at least goes along with how it was destroyed, ive seen some games fail really badly at death animations. I doubt these devs will, but just thought I would throw that out there
#10
Posted 23 March 2012 - 01:29 PM
T0RC4ED, on 23 March 2012 - 01:27 PM, said:
Agreed. Forces being applied, explosions on damaged areas imparting force during it's death throws. It'd be sweet!
#11
Posted 23 March 2012 - 01:38 PM
mech just stops and stands there (arms possibly going limp)
mech explodes
mech falls over (a variety)
mech falls over and if damage occurs to an ammo bin it explodes
mech falls over (on its back) ammo explosion (cased) blows it back upright, or upright and then it falls on its face
additional variations of these types of animations based on a model of what damage is sustained
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