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PUT COLLISIONS BACK IN
#61
Posted 31 October 2012 - 11:07 AM
#62
Posted 31 October 2012 - 11:20 AM
Paul Inouye, on 31 October 2012 - 10:31 AM, said:
What you truely want fixed is hit detection which has taken a big step back in the right direction. The fix is in testing right now and will be ready within the next two patch releases. Not sure if it's next week, might be the week after but it's coming and is MUCH more preferable than the broken knockdowns. As I've said before, knockdowns themselves WILL be coming back once the feature is properly implemented with the Charge mechanic.
Thanks for the good info. Glad to see you guys nailed it down. We can't wait for either better hit detection or re-introduction of tackling.
#63
Posted 31 October 2012 - 11:58 AM
Paul Inouye, on 31 October 2012 - 10:31 AM, said:
What you truely want fixed is hit detection which has taken a big step back in the right direction. The fix is in testing right now and will be ready within the next two patch releases. Not sure if it's next week, might be the week after but it's coming and is MUCH more preferable than the broken knockdowns. As I've said before, knockdowns themselves WILL be coming back once the feature is properly implemented with the Charge mechanic.
Next week PLZ
We love you Paul!
#64
Posted 31 October 2012 - 12:00 PM
wanderer, on 31 October 2012 - 05:02 AM, said:
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.
I know it's out of love. Love hurts, sometimes.
Gee and you wonder why knockdowns were removed from the game ... because of exploits such as this.
TBH I may have been knocked down by another mech helping the one I was circling maybe once during CB. Like I said .. it may stop the ones with no pilot skill.
#65
Posted 31 October 2012 - 12:14 PM
Paul Inouye, on 31 October 2012 - 10:31 AM, said:
What you truely want fixed is hit detection which has taken a big step back in the right direction. The fix is in testing right now and will be ready within the next two patch releases. Not sure if it's next week, might be the week after but it's coming and is MUCH more preferable than the broken knockdowns. As I've said before, knockdowns themselves WILL be coming back once the feature is properly implemented with the Charge mechanic.
Any chance that we're staying in the cockpit now during collisions instead of being pulled into a third person view?
#66
Posted 31 October 2012 - 01:58 PM
#67
Posted 31 October 2012 - 02:50 PM
Here it is:
Edited by HorseWithNoName, 31 October 2012 - 02:53 PM.
#68
Posted 31 October 2012 - 03:19 PM
The main problem I have with them is that a single collision usually means automatic death. I'm OK with suffering consequences for accidentally ramming someone or being rammed, but... the death penalty, seriously?
I couldn't fight in crowded environment (had to keep my eyes glued to the minimap) or in places with too many buildings (urban areas of the river city, ruins in the snow area), so large areas of the map were pretty much off-limits; I just couldn't risk it.
There also worked illogically. Sometimes you could run into a mech pretty quickly and nothing happened, other times you and the other mech were barely moving but you got knocked down anyway, and sometimes, well, you just ran too close to a mech and it apparently tripped you using some sort of invisible feet extensions. Using my Commando, I once rammed an immobile Jenner at 146.3 km/h and I just kinda bounced off and fell down. The Jenner was completely unmoved. Physics?
I believe the best solution would be to stop the Light mech in its tracks should it run into a big mech, with perhaps a short stun on top of that (a fixed 2 seconds, or maybe 0.2 seconds per 10 km/h strength of the impact or some other formula). It'd be enough that others might get a good shot at it before it can turn and start running again, but not enough that they can just freakin' *execute* it on the spot.
I already get killed very quickly by people who can aim and by Streaks, I'm OK with having a third weakness but not one that bad.
#69
Posted 31 October 2012 - 03:50 PM
Krivvan, on 31 October 2012 - 05:15 AM, said:
Light mechs were top tier in MechWarrior 3. The balance in this game is pretty good.
#70
Posted 31 October 2012 - 03:57 PM
De La Fresniere, on 31 October 2012 - 03:19 PM, said:
The main problem I have with them is that a single collision usually means automatic death. I'm OK with suffering consequences for accidentally ramming someone or being rammed, but... the death penalty, seriously?
I couldn't fight in crowded environment (had to keep my eyes glued to the minimap) or in places with too many buildings (urban areas of the river city, ruins in the snow area), so large areas of the map were pretty much off-limits; I just couldn't risk it.
There also worked illogically. Sometimes you could run into a mech pretty quickly and nothing happened, other times you and the other mech were barely moving but you got knocked down anyway, and sometimes, well, you just ran too close to a mech and it apparently tripped you using some sort of invisible feet extensions. Using my Commando, I once rammed an immobile Jenner at 146.3 km/h and I just kinda bounced off and fell down. The Jenner was completely unmoved. Physics?
I believe the best solution would be to stop the Light mech in its tracks should it run into a big mech, with perhaps a short stun on top of that (a fixed 2 seconds, or maybe 0.2 seconds per 10 km/h strength of the impact or some other formula). It'd be enough that others might get a good shot at it before it can turn and start running again, but not enough that they can just freakin' *execute* it on the spot.
I already get killed very quickly by people who can aim and by Streaks, I'm OK with having a third weakness but not one that bad.
I can't wait for them to fix this. The old physics were horrible and it was the only way people could hit a fast mech. It makes me wonder if these people rolling out with 100 ton mechs complaining about Light mechs going 140+ kph are new to MechWarrior.
#71
Posted 31 October 2012 - 06:42 PM
Paul Inouye, on 31 October 2012 - 10:31 AM, said:
What you truely want fixed is hit detection which has taken a big step back in the right direction. The fix is in testing right now and will be ready within the next two patch releases. Not sure if it's next week, might be the week after but it's coming and is MUCH more preferable than the broken knockdowns. As I've said before, knockdowns themselves WILL be coming back once the feature is properly implemented with the Charge mechanic.
Better answer. Cause right now, the lack of being able to physically counter speed with a body check hurts, speaking as someone who had a ton of lights ghosting through him prior to OB and even more so afterwards. The lack of a collision mechanic is causing some really bad habits and tactics to pop up with light 'Mechs- and yeah, IMHO even with the horribly BAD system we had, it still feels better than the total lack we have now. I have to disagree here, Paul- though I like hearing about better coming down the line, the current bad system staying in till the fix came would have made life with lights much less painful for all and sundry.
#72
Posted 31 October 2012 - 06:46 PM
Lowridah, on 31 October 2012 - 12:00 PM, said:
Gee and you wonder why knockdowns were removed from the game ... because of exploits such as this.
TBH I may have been knocked down by another mech helping the one I was circling maybe once during CB. Like I said .. it may stop the ones with no pilot skill.
Having a team-mate ram you (and fall on his face in the middle of a furball) so I can shoot you is an exploit?
Come on. We both know that lagshielding is the biggest boon of light 'Mechs- when hit detection is good, lights suffer actual damage, when it's not (and now, when you can't forcibly park a 'Mech in place to boot) lights become incredibly difficult to bring down. I've watched entire teams firing on one light to hilarious effect- and the light just ran on through and started circling a target with minimal damage to it's armor.
#73
Posted 31 October 2012 - 07:48 PM
#74
Posted 31 October 2012 - 07:53 PM
As they where before, the collision detection was broken and weight didn't account for anything.
But, I can see why it was removed. That video above shows why really. :/
Edited by MrPenguin, 31 October 2012 - 07:53 PM.
#75
Posted 01 November 2012 - 01:43 AM
There should be damage down to both sides and the lighter one should fall down!
Currently a light mech jenner pimped out can easily take down 2 atlasses just by having the lag shield :/
The only chance you had was by tackling the light and hitting it hard...
#76
Posted 04 November 2012 - 12:48 AM
ATM mechwarrior online feels more like playing a FPS shooter.
#77
Posted 04 November 2012 - 01:49 AM
Magnitude, on 30 October 2012 - 09:27 PM, said:
I pilot a Jenner and have been getting that too close to a mark.
Edited by Alik Kerensky, 11 November 2012 - 10:43 PM.
#78
Posted 04 November 2012 - 02:02 AM
#79
Posted 04 November 2012 - 03:51 AM
Krivvan, on 31 October 2012 - 05:15 AM, said:
Certainly breaks the mold, doesn't it? I just wonder why any of the five Houses would bother building anything but light mechs. They're more powerful than heavier mechs, and cheaper too!
#80
Posted 04 November 2012 - 04:22 AM
Quxudica, on 30 October 2012 - 08:25 PM, said:
Its still very difficult to hit them even with streaks when they clip inside your legs and you can no longer see them to target. Oh, and while they can fire lasers with glee ripping you apart from the inside.
Mechs should be blocked from getting closer than 2m or something to prevent that crap. They are working on it i believe, hopefully it comes sooner rather than later.
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