Jump to content

[Old Idea]Ac20 Knock Down


27 replies to this topic

#21 Zero Neutral

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,107 posts
  • LocationEast Coast USA

Posted 15 December 2012 - 10:19 PM

View Postfccolhitman, on 15 December 2012 - 08:37 PM, said:

hey its a old idea thats been said many times to make the AC/20 usefull again let it have knockdown ability.
assualt might fall over 15% of the time when hit with the ac 20.
heavy 20% of the time when hit.
med has a 30% chance when hit
light has a 50% chance when hit.

that give you a dam good reason to take this weapon over a uac or guass.


Should be more like

Assault: 1.5%

Heavy: 5%

Medium: 7%

Light: 10%

On a crit perhaps add an additional 5% chance in all situations.

Edited by Zero Neutral, 15 December 2012 - 10:25 PM.


#22 Deadoon

    Member

  • PipPipPipPipPipPipPip
  • 965 posts

Posted 15 December 2012 - 10:20 PM

View PostZero Neutral, on 15 December 2012 - 10:19 PM, said:


Should be more like

Assault: 1.5%

Heavy: 5%

Medium: 7%

Light: 10%

Double, maybetriple those and you have something that can actually have a lasting effect in the game, not just a rtd nightmare.

#23 Zero Neutral

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,107 posts
  • LocationEast Coast USA

Posted 15 December 2012 - 10:47 PM

View PostDeadoon, on 15 December 2012 - 10:20 PM, said:

Double, maybetriple those and you have something that can actually have a lasting effect in the game, not just a rtd nightmare.


I think that the numbers that I provided are a nice bonus, it adds some spice... Knocking a mech down with AC/20 should not be something that is relied on as a tactic, imo.

In fact I think a knockdown should ONLY be able to happen on a crit on structure and never on armor... that's just my opinion. However, it might be annoying to have a target you are about to kill fall over, forcing one to re-target a downed mech... and also possibly not having the torso angle to hit it.

Edited by Zero Neutral, 15 December 2012 - 10:54 PM.


#24 Deadoon

    Member

  • PipPipPipPipPipPipPip
  • 965 posts

Posted 15 December 2012 - 11:01 PM

View PostZero Neutral, on 15 December 2012 - 10:47 PM, said:


I think that the numbers that I provided are a nice bonus, it adds some spice... Knocking a mech down with AC/20 should not be something that is relied on as a tactic, imo.

In fact I think a knockdown should ONLY be able to happen on a crit on structure and never on armor... that's just my opinion. However, it might be annoying to have a target you are about to kill fall over, forcing one to re-target a downed mech... and also possibly not having the torso angle to hit it.

A commando weight a little less than a bradley fighting vehicle, an ac/20 is around 150x10 or 200 mm shell, that is going to flip a bradley pretty easily. A commando might stumble and be able to keep upright, but it will not shrug it off like it is nothing.
An atlas should most likely be able to keep standing, but if you hit him while one leg was forward and off the ground, you may have a problem. They should have stumbles for heavy hits overall, while knockdowns are less common, but still frquent enough to be a valid tactic that can be used for disabling an enemy temporarily.

Edited by Deadoon, 15 December 2012 - 11:01 PM.


#25 xX_Nero_Xx

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 649 posts
  • LocationDallas,Texas

Posted 15 December 2012 - 11:02 PM

im not suggesting it be game breaking. i m suggesting that each weapon should have a special thing guass has long range low heat, ppcs should be long range hi heat plus disrupt electronic for a few seconds, when missles hit they have hte missle blur now. why not let ac/20 when they hit you that there is a small chance to fall down.the mechs gyro wasnt able to compensate for the damage fast enough and down you went.

#26 Volume

    Member

  • PipPipPipPipPipPipPipPip
  • The Privateer
  • The Privateer
  • 1,097 posts

Posted 15 December 2012 - 11:11 PM

There was a big thread about this, and it would be a great addition if it's not done randomly, but with like a damage/physics engine and such.

I'd start fixing the AC/20 by looking at heat, ammo-per-ton, bullet-drop, projectile speed, and giving Gauss a minimum range (like it had in TT)

#27 Smeghead87

    Member

  • PipPipPipPipPipPip
  • 303 posts
  • LocationUK

Posted 16 December 2012 - 12:03 AM

I can't find the source now but I'm sure the dev's have already said they are not going to do this. The reason they stated was that it takes control away from the target player, with little consequence for the firing mech.

When collisions return, running into an opponents mech to knock it down has a chance to damage and knock down your mech as well. (It was guaranteed in the old system, not sure exactly how it will be when collisions come back).

If AC20 had knockdown, you could just spam it at the target, potentially keeping them off their feet untill they are dead with no risk to yourself. The only way to balance this would be the chance for your own mech to get knocked over whenever you fired the weapon due to its massive recoil.

#28 King Arthur IV

    Member

  • PipPipPipPipPipPipPipPipPip
  • Moderate Giver
  • 2,549 posts

Posted 16 December 2012 - 12:12 AM

View PostKaspirikay, on 15 December 2012 - 08:45 PM, said:

AC20 does a lot of damage as it is. As that guy above said, no reason to add more insult to injury.

aw hell yeh, why not?!?!? i want to step on those lag shield baby mechs if i can land that shot :blush:

in all seriousness, no but i wouldn't mind better sound effects to it.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users