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PUT COLLISIONS BACK IN


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#101 Boris The Spider

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Posted 14 November 2012 - 05:25 AM

View PostMWHawke, on 14 November 2012 - 05:05 AM, said:

They should make damage by collision more serious. That way, if a light mech keeps on stunlocking other mechs, he would be dead by the 2nd collision since he is going so fast.


They need to be carefull increasing the collision damage though, consider that an average HBK has about 12-13 points of armour on its rear torso. My raven has an ablative armour sheild on its left arm with 24 points of armour. If you increase the collsion damage too much, when I run into the back of a HBK, I'm coming out the other side of him.

#102 Vila deVere

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Posted 14 November 2012 - 06:02 AM

Every game is full of Jenners that just run straight at you.... no fear of falling. I've been pretty supportive of the game so far, but this is a problem. Between the lights running around with impunity, and the nerfed teams, the game is losing its tactical feeling pretty rapidly. This needs to be fixed ASAP before the damage is too serious.

#103 Joseph Mallan

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Posted 14 November 2012 - 06:07 AM

We need to implement skidding as well as falling. Watching a Jenner doing 130+KpH, losing control and skidding into a wall...
Priceless. Pavement is a fast Mechs enemy people. How well do you corner running full out?

#104 WitchZero

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Posted 14 November 2012 - 06:21 AM

View PostMagnitude, on 30 October 2012 - 09:27 PM, said:

Since I'm a fast heavy, some of my best moves involved falling down. So I don't really miss collisions much. However, now that they're gone, I've gotten this weird rubber banding sometimes when running into enemy mechs. It hasn't happened much, but tonight I had to just stop and turn to get this guy off of me. I guess we were running straight into each other and both popping back. It was the first time I've seen that.



This happens every time you collide with a mech. There is "rubber banding" until you finish clipping past the object. It is similar to trying to walk over terrain. If you cannot pass you remain in front of the mech you ran into. It may only be a couple or if you are face to face it may take 4-6 rubber bands to break free.

My observation at least.

#105 DamienHellstrom

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Posted 14 November 2012 - 09:16 PM

Just another voice-- looking forward to better hit detection and I HOPE Collision damage-- I just finished a match where only a Jenner was left against 4 (yes, injured) mechs- 2 cats, a jenner, and someone else. He just carreened around/into everyone without need for fear, hugged the leg, and won. He'd lost a leg and all missles, and I was sick of it, but not really surprised.

There NEEDS TO BE CONSEQUENCES for Jenners trying to be missles. Note prior post about the physics (conserved momentum is the issue). Following Physics really helps make the game Intuitive, which helps everybody play.

#106 ebea51

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Posted 14 November 2012 - 09:50 PM

View PostSkullnxbones, on 30 October 2012 - 08:21 PM, said:

WOW AM I frustrated with so many light mechs running around in circles with impunity.


Use SSRMs.
CPLT-A1 with 6 SSRMs will EAT ANY... yes ANY light mech for breakfast. No. Problems.

Other then that...
COLLISION WILL BE RE-RELEASED. IT HAS BEEN ANNOUNCED FROM THE DEVS!
The reason they removed it was because fallen mechs were rubber banding and teleporting everywhere when tripped. So they removed it and they are RE-RELEASING it when they have fixed that problem.
IT IS ANNOUNCED. IT IS COMMING.

Untill then... SSRM SPAM!! WOOOOT!!!! xD

#107 Fiyabwal

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Posted 14 November 2012 - 10:16 PM

View PostPaul Inouye, on 30 October 2012 - 08:57 PM, said:

NO!



this wouldn't happen to be the reason would it?

inb4 edited by a mod/plain deleted.

#108 DogTagDamo

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Posted 15 November 2012 - 05:57 AM

Just put it back in it is better to have it in while you refine it. Like ppl are saying lights and all mech pilots really are not thinking about piloting there mech's, there is no punishment at the mo for being a rubbish pilot. Bring it back now it bad enough getting stuck on other mechs that run into you and have a lagged repeat till you break free

Also put damage on for ppl running into buildings, and increase the damage to mech's armor for crashing into other mech's. Make ppl better pilots and think about there movement as it is rubbish at the moment everyone running around and crashing into each other like idiots

Sorry but it really annoying me love the game but ye annoying as hell at the moment

#109 Reoh

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Posted 15 November 2012 - 06:08 AM

The constant collisions was kind of embarrassing, but the lack of them is a problem.

I'm hoping when they come back, they won't be a 100% crash but rather give the player a chance to pilot their way out of falling, perhaps just losing some speed or bounce off at a slightly different direction. This would be adjusted by the speeds and weight involved (moving faster, or being hit harder makes it more difficult to not fall). To simulate the piloting skill roll the player would have to react to their mech's random wobbling (the intensity, duration, and time to react to each would be based on the relevant difficulty associated with the aforementioned variables).

#110 Lonestar1771

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Posted 15 November 2012 - 06:56 AM

Honestly I don't know how to kill light mechs anymore in my atlas. I mean with the lagshield and now the lack of knockdowns I have to hope they get stuck on a building or some other impassable terrain before I take a shot. I'm not going to gut my build just to run streaks.

#111 Terick

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Posted 15 November 2012 - 06:59 AM

View PostPaul Inouye, on 30 October 2012 - 08:57 PM, said:

NO!


Now... what was the question/statement this is in response to?

#112 Oy of MidWorld

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Posted 19 November 2012 - 12:19 PM

View PostTerick, on 15 November 2012 - 06:59 AM, said:


Now... what was the question/statement this is in response to?


Yeah, I'd like to know too...

Furthermore I think collisions must be back in the game.

#113 wanderer

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Posted 19 November 2012 - 12:37 PM

View PostMWHawke, on 14 November 2012 - 05:05 AM, said:

They should make damage by collision more serious. That way, if a light mech keeps on stunlocking other mechs, he would be dead by the 2nd collision since he is going so fast.


Even damage dealt in the traditional TT manner would work fine.

You ram a 'Mech? Take tonnage/10 of the target in damage + your tonnage/10 in damage if you fall over. It's not super-lethal, but it'd insure repeated ramming stung if you're smacking your 'Mech into large targets, and even smaller ones would cause noticeable harm. I'd actually double it and have it deal damage in a randomized scatter on the front of the 'Mech, so tonnage/5 of target and tonnage/5 of 'Mech if it falls over.

Joey Jenner rams an Atlas. He takes 20 damage scattered across the 'Mech, plus another 7 points from falling over. Owie. He'll survive that (likely) but he'll certainly notice it. Likewise, have the target take the rammer's tonnage/5 in damage in turn- so the Atlas takes a 7-point hit scattered around the 'Mech, and if it fell over would take 20 damage as a second hit.

Edited by wanderer, 19 November 2012 - 12:37 PM.


#114 Oy of MidWorld

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Posted 19 November 2012 - 06:13 PM

View Postwanderer, on 19 November 2012 - 12:37 PM, said:

Joey Jenner rams an Atlas. He takes 20 damage scattered across the 'Mech, plus another 7 points from falling over. Owie. He'll survive that (likely) but he'll certainly notice it. Likewise, have the target take the rammer's tonnage/5 in damage in turn- so the Atlas takes a 7-point hit scattered around the 'Mech, and if it fell over would take 20 damage as a second hit.


Er, this is actually cool!

Furthermore I think collisions must be back in the game.

Edited by Oy of MidWorld, 19 November 2012 - 06:14 PM.


#115 Undead Bane

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Posted 19 November 2012 - 06:55 PM

I, actually, LOVE this number of s***y light pilots.
If I go in a dual AC20 you-know-what I get lots of easy kills =)

But yeah, I also want collisions back, so I could just step on them.

Edited by Undead Bane, 19 November 2012 - 06:55 PM.


#116 soarra

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Posted 19 November 2012 - 07:19 PM

cant wait for knockdown to come back.. ive had a commando actually push me(atlas) out of the base square.. he should be on the ground if he ran into me not push me..

#117 Zolaz

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Posted 19 November 2012 - 07:32 PM

Get an Atlas ... make it a bruiser. LBX-10s and SRMs. Put a Large Laser on it so you can "poke" at stuff at long range. Learn how to use those weapons and to lead them on lights. When they get close ... blow them up.

#118 Lightfoot

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Posted 19 November 2012 - 07:35 PM

I don't think they did collision correctly at first. Getting knocked down from a bump, but not 4 PPCs was, unrealistic.

Now I can see that if you ram another 'mech at high speed, yeah, you knock it down and you both take damage. But what they had originally? That was junk and rightly removed.

#119 Eiki

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Posted 19 November 2012 - 07:50 PM

I wish they would implement stumbling instead of just knock down.

#120 Thunder Lips Express

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Posted 19 November 2012 - 08:26 PM

Ya knock downs should be brought back in providing they are done right but by no means are they high on my priority of things I would want in.





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