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PUT COLLISIONS BACK IN


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#21 Commander Gravey

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Posted 30 October 2012 - 11:45 PM

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

NO!

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#22 Calmon

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Posted 31 October 2012 - 12:57 AM

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

NO!


Seriously what does this mean? There is absolute nobody I know who don't want it back. Even the light mech pilots.

#23 Odins Fist

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Posted 31 October 2012 - 12:58 AM

Just needs to be said again...
"PUT COLLISIONS BACK IN"..... Yeah, those little "CANKER SORE" light Mechs just leg hump assaults...
I'm telling you assaults should be able to knock down a "CANKER SORE" light mech like an adult knocking over a 6 year old kid.
Even a medium should be able to trip a light mech, it would be like a Senior in High School punking a middle schooler, and seeing as how "CANKER SORE" lights are all the same size within each variant, then it makes sense...
.
#1. Commando = Squish
#2. Jenner = "hey don't take my lunch money!"..... Then Squish
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It's not an assualts fault that a "CANKER SORE" light mech pilot can't steer to save his life, because that's "EXACTLY" what the "CANKER SORE" light mechs are supposed to do, (avoid getting hit with weapons), and if they can't even manage to steer out of the way of a slow lumbering assault, then it's their fault, and they have no business piloting the fastest, most agile Mechs in the game... PERIOD.. Don't punish the slow guys because lack luster "CANKER SORE" light pilots can't use the mech for it's intended role, that's not good...

#24 Cola

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Posted 31 October 2012 - 01:21 AM

Odin has a thing for "canker sores" it seams.

Anyhow, if people bothered to read the patch notes they already said there going to bring back Knock downs and collisions. It was easily exploitable to perma trip another light and let your team kill it, Dragons still(even after the fix) had a knockdown advantage even against everything. Issues with mechs teleporting around on the ground were also sighted as a reason for removal.

Its coming back, once they get the physics fixed, I would link the old post but I can't seam to find the "saved" beta forum anymore. Its going to hurt mechs more to collide and fall, with any luck enough to discourage it as a tactic to get easy kills.

#25 Odins Fist

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Posted 31 October 2012 - 01:25 AM

View Postarden, on 31 October 2012 - 01:21 AM, said:

Its coming back, once they get the physics fixed

.
So tell me again... WHEN IS THAT..??
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And no, I DO NOT have a thing for canker sores (sit down), it's what I call light mechs...

#26 Lord Cochrane

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Posted 31 October 2012 - 01:46 AM

View Postarden, on 31 October 2012 - 01:21 AM, said:

Odin has a thing for "canker sores" it seams.

Anyhow, if people bothered to read the patch notes they already said there going to bring back Knock downs and collisions. It was easily exploitable to perma trip another light and let your team kill it, Dragons still(even after the fix) had a knockdown advantage even against everything. Issues with mechs teleporting around on the ground were also sighted as a reason for removal.

Its coming back, once they get the physics fixed, I would link the old post but I can't seam to find the "saved" beta forum anymore. Its going to hurt mechs more to collide and fall, with any luck enough to discourage it as a tactic to get easy kills.


They didn't need to remove it to fix it, just wait till they put it back in and we are drowned in the tears of all the new light players (and all the old mediocre ones for that matter) that have developed very bad habits.

#27 paxmortis

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Posted 31 October 2012 - 02:15 AM

I wants the knockdown also back in the game but in both ways. But this can not only made about physic see the short example below.

When a 35t Mech running around 100 kph and hitting a 100t Atlas that move 10 kph and both heading each other.

The 35t Mech hits the 100t Mech with around 13.503 (13.503.086) kilo joule, the 100t Atlas impact the 35t Mech with 385 (385.802) kilo joule. So the impact is much harder for the atlas as for the jenner.

Then the atlas moving 50 kph his impact energy is also only 9.645 (9.645.061) kilo joule.

kinetic energy formula: E = m * v² / 2 (E = Joule, M = kilograms, V= meter / second[/size][/font][/color]

So as you can see i this examples i have every time more impact energy as the Atlas had. So there must be a playable balance so that a light can knockdown an assault under "some" conditions and also that an assault will not every time knockdown.

The TT make it in the way both mechs need to make a pilot roll when charged. The above formula will only used for the damaged of the impact.

A way in MWO could be the same as in the TT. Both mechs made a "pilot roll" modified by class / mass difference and a bit by the speed.

But this will be a very hard project to bring in the game and also a much harder to balance it.

Edit:
If my maths i wrong feel free to correct me.

Edited by paxmortis, 31 October 2012 - 02:19 AM.


#28 Digital Ninja

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Posted 31 October 2012 - 02:16 AM

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.

I was running in circles with impunity before they removed collisions too, but I do agree collisions should be brought back.


View Postarden, on 31 October 2012 - 01:21 AM, said:

Issues with mechs teleporting around on the ground were also sighted as a reason for removal.

Not just on the ground. I died one time because an enemy awesome teleported in front of me. I fell from teleports a couple of other times, but those weren't lethal. Both other times it was someone on my team. I ran past a friendly cat and on my screen he was to my right, but apparently not on the server because a couple of seconds later I randomly fell over and he teleported to me as I hit the ground. The other time some other jenner lagged into me as we were fighting an enemy jenner and then went off on me for hitting him. The server lag is twice as bad since the patch. Before the patch I'd see an enemy light rubberband very slightly once every 20 games. Now it's heavies too, it's severe rubberbanding and it's more like every 5 games. Before anyone brings it up, it isn't my connection.


View PostLord Cochrane, on 31 October 2012 - 01:46 AM, said:


They didn't need to remove it to fix it, just wait till they put it back in and we are drowned in the tears of all the new light players (and all the old mediocre ones for that matter) that have developed very bad habits.

I'm a good light and the lack of collision is even making me develop bad habits.

Edited by Digital Ninja, 31 October 2012 - 02:28 AM.


#29 Obadiah333

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Posted 31 October 2012 - 02:36 AM

I can't wait. All the little buggers hugging my leg and making it so that I can't shoot back are going to be in for a big surprise once collision is re-implemented. Let them have their day in the sun. Enjoy it while you can - night is coming.

Along with everyone else: The hit detection in this game is beyond horrific - there isn't a word adequate enough to describe how terribad it is. That needs fixed more than anything else (even pug vs premade, which is a close second).

#30 Amechwarrior

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Posted 31 October 2012 - 04:32 AM

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

NO!


It was this, wasn't it? Tackles were badly done, but no tackles makes an even bigger problem.


Edited by Amechwarrior, 31 October 2012 - 04:58 AM.


#31 GraveWax

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Posted 31 October 2012 - 04:49 AM

I pilot lights almost exclusively and for the most part I like the "concept" of knockdowns, but the prepatch implementation was horribly broken. more often then not it would be one of your own teammates that tackled you, or you would trip on empty space because of lag. then there was tackling to permanently crowd control a player while they are killed which was just horrendous, as was the length of time it takes to get up, one trip was a death sentence and there were so many scenarios you could trip that were not in your control.

#32 StonedVet

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Posted 31 October 2012 - 04:50 AM

Kncockdowns arent gonna stop lights from circling you .... only the pilots with no skill

#33 Haeso

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Posted 31 October 2012 - 04:58 AM

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

NO!


Someone likes his light 'Mechs =p

View Postpaxmortis, on 31 October 2012 - 02:15 AM, said:

So as you can see i this examples i have every time more impact energy as the Atlas had. So there must be a playable balance so that a light can knockdown an assault under "some" conditions and also that an assault will not every time knockdown.


And then the next time your jenner runs at me I use TT rules to punch it in the face with my fully articulated hands.

#34 wanderer

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Posted 31 October 2012 - 04:59 AM

View PostAmechwarrior, on 31 October 2012 - 04:32 AM, said:


This was this wasn't it? Tackles were badly done, but no tackles makes an even bigger problem.




Proof positive that even Paul can be influenced by the power of a truly well applied trolling. I think you've just shown a flashpoint in game design right there.

#35 Amechwarrior

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Posted 31 October 2012 - 05:00 AM

View Postwanderer, on 31 October 2012 - 04:59 AM, said:


Proof positive that even Paul can be influenced by the power of a truly well applied trolling. I think you've just shown a flashpoint in game design right there.


We do it out of love. edit: But put tackles back in because only ****** pilots love the change.

Edited by Amechwarrior, 31 October 2012 - 05:01 AM.


#36 WarPickle

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Posted 31 October 2012 - 05:00 AM

Umm just try to get your team in lighter mechs to cover your butts when a light starts circling...say an Atlas :wub:

Edited by BasicInfantry, 31 October 2012 - 05:01 AM.


#37 wanderer

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Posted 31 October 2012 - 05:02 AM

View PostLowridah, on 31 October 2012 - 04:50 AM, said:

Kncockdowns arent gonna stop lights from circling you .... only the pilots with no skill


Stopped them all the time pre-collision removal. I had team-mates who'd tackle em for me, and then I'd blast them as they got up. Once you learned the way standing warped targets around, it wasn't tough- and especially so since I packed LRMs and would back up to hose the usually running-away target for good measure. I'd even manage to stomp them myself on occasion.

View PostAmechwarrior, on 31 October 2012 - 05:00 AM, said:


We do it out of love. edit: But put tackles back in because only ****** pilots love the change.


I know it's out of love. Love hurts, sometimes.

#38 Amechwarrior

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Posted 31 October 2012 - 05:04 AM

View Postwanderer, on 31 October 2012 - 05:01 AM, said:

I'd even manage to stomp them myself on occasion.


I miss walking off cliff edges for well timed Atlas DFAs. No one sees it coming and it looks awesome. Those are always the highlight of any match even if all you did was knock down a slow assault who had no weapons left.

#39 Inertiaman

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Posted 31 October 2012 - 05:04 AM

View Postpaxmortis, on 31 October 2012 - 02:15 AM, said:


Edit:
If my maths i wrong feel free to correct me.


Posted Image

Go away and produce working that factors in the effect of fictional gyros.

Edited by Inertiaman, 31 October 2012 - 05:05 AM.


#40 Stone Wall

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Posted 31 October 2012 - 05:12 AM

I don't remember other MechWarrior games having collision like the beta previously had.

There is NO REASON why a light mech should be tackled.

Oh the light mech is too fast? Well your 100 ton mech has 10 times the armor and firepower of that little mech. If you want your mech to keep up with a light mech, then don't pick a 100 ton mech!

View PostCalmon, on 31 October 2012 - 12:57 AM, said:


Seriously what does this mean? There is absolute nobody I know who don't want it back. Even the light mech pilots.


I don't want it back.





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