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PUT COLLISIONS BACK IN


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#61 RazorC

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Posted 31 October 2012 - 11:07 AM

I would like to have it back soon also. Mech collison was traded for glitchy walking through and warping around collision that we have now. Not a very good trade.

#62 Amechwarrior

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Posted 31 October 2012 - 11:20 AM

View PostPaul Inouye, on 31 October 2012 - 10:31 AM, said:

Actually, that vid had nothing to do with the decision to pull knockdowns. They were pulled because they were horrifically broken. The disjointed popping around, the 3rd person view clipping through the world, etc etc etc.

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 MCXL

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Posted 31 October 2012 - 11:58 AM

View PostPaul Inouye, on 31 October 2012 - 10:31 AM, said:

Actually, that vid had nothing to do with the decision to pull knockdowns. They were pulled because they were horrifically broken. The disjointed popping around, the 3rd person view clipping through the world, etc etc etc.

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 StonedVet

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Posted 31 October 2012 - 12:00 PM

View Postwanderer, 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 syngyne

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Posted 31 October 2012 - 12:14 PM

View PostPaul Inouye, on 31 October 2012 - 10:31 AM, said:

Actually, that vid had nothing to do with the decision to pull knockdowns. They were pulled because they were horrifically broken. The disjointed popping around, the 3rd person view clipping through the world, etc etc etc.

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 UntoldVerse

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Posted 31 October 2012 - 01:58 PM

It's going to be a rude awakening for all the new Open Beta players once collision roles around properly.

#67 HorseWithNoName

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Posted 31 October 2012 - 02:50 PM

Paul got trolled by some goons who kept knocking him down without killing him before he got so butthurt he had to dev console god mode on. Thus, it's unlikely they will put it back on. Now, if they knew what they were doing, getting knocked over would be based on weight, so lights would be unable to knock heavier mechs but conversely heavies would take considerably longer to get up. On top of that, ramming should cause a lot of damage to both mechs, meaning the rammer or the rammee would eventually be killed anyway, thus preventing the kind of above-mentioned trolling.


Here it is:

Edited by HorseWithNoName, 31 October 2012 - 02:53 PM.


#68 De La Fresniere

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Posted 31 October 2012 - 03:19 PM

As a Light mech user, I disliked the way collisions worked.

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 Stone Wall

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Posted 31 October 2012 - 03:50 PM

View PostKrivvan, on 31 October 2012 - 05:15 AM, said:

And it's a good thing light mechs aren't like how they were in the previous mechwarrior games. Having a heavier mech with more firepower shouldn't inherently mean it's a better mech. I like how light mechs can stand equally against assault mechs.


Light mechs were top tier in MechWarrior 3. The balance in this game is pretty good.

#70 Stone Wall

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Posted 31 October 2012 - 03:57 PM

View PostDe La Fresniere, on 31 October 2012 - 03:19 PM, said:

As a Light mech user, I disliked the way collisions worked.

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 wanderer

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Posted 31 October 2012 - 06:42 PM

View PostPaul Inouye, on 31 October 2012 - 10:31 AM, said:

Actually, that vid had nothing to do with the decision to pull knockdowns. They were pulled because they were horrifically broken. The disjointed popping around, the 3rd person view clipping through the world, etc etc etc.

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 wanderer

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Posted 31 October 2012 - 06:46 PM

View PostLowridah, 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 Redmond Spiderhammer

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Posted 31 October 2012 - 07:48 PM

I'd be very interested to see what the collision/charge mechanic will look like. Collision mechanic is a good thing... auto fall and die mechanic.. not so much

#74 MrPenguin

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Posted 31 October 2012 - 07:53 PM

I want them back in, but they need to seriously be re-done.
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 IS GunGrave

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Posted 01 November 2012 - 01:43 AM

Collisions are just "real", it is unrealistic that a 25 ton mech can run with 100k/m against a atlas and just be okey...
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 Nightlores

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Posted 04 November 2012 - 12:48 AM

Aye please put collision back in.
ATM mechwarrior online feels more like playing a FPS shooter.

#77 Alik Kerensky

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Posted 04 November 2012 - 01:49 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.


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 Nufsed

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Posted 04 November 2012 - 02:02 AM

Once I get my Highlander, the Jenner "circle of death" will be a thing of the past......cos I'll just jump on it's ******* head!

#79 Kaijin

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Posted 04 November 2012 - 03:51 AM

View PostKrivvan, on 31 October 2012 - 05:15 AM, said:

And it's a good thing light mechs aren't like how they were in the previous mechwarrior games. Having a heavier mech with more firepower shouldn't inherently mean it's a better mech. I like how light mechs can stand equally against assault mechs.


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 Asmosis

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Posted 04 November 2012 - 04:22 AM

View PostQuxudica, on 30 October 2012 - 08:25 PM, said:

Use streaks, you don't even need to aim. Seriously though collisions were awful and rewarded bad players with a crutch. I had no problem killing moving lights pre-patch and I don't have any problem now.


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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