Personally I think that the final collision mechanics should include stumbling and knockdown rather than just knockdown. Knockdown being when someone lands a square ram, and based on relative mass (helping you stay up) and velocity (making you more prone to being prone) one or both fall. Stumbling would be for grazing or awkward collisions, where the stumbled pilot would only have marginal steering, and depending on the terrain might manage to recover rather than run headlong into a wall or off a cliff where they then have a knockdown effect.
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Knockdowns
Started by Kaijin, Nov 18 2012 05:05 PM
22 replies to this topic
#21
Posted 18 November 2012 - 07:35 PM
#22
Posted 18 November 2012 - 07:53 PM
When i ram that Atlas at 1/5 the speed of sound in a Lightmech, I expect him to lose a leg. Don't care if I'm knocked down or outright destroyed, but he should lose a leg.
Mech collision with terrain is another issue tho. there are some invisible walls and hills that look climbable that will really screw with pilots. Also the faster Lights are already taking leg damage just from running, gotta fix that first.
Mech collision with terrain is another issue tho. there are some invisible walls and hills that look climbable that will really screw with pilots. Also the faster Lights are already taking leg damage just from running, gotta fix that first.
#23
Posted 18 November 2012 - 08:05 PM
Lights falling over was 'their' balance and I think I'd much rather a broken mechanic and teleporting than having no real counter for them. Streaks and LRM's 'were' counters but both being nerfed has made it moot and really a game comes down to how well the lights are handled.
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