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Dealing With Collisions


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#1 Vassa

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Posted 23 December 2012 - 02:39 AM

Instead of a collision knocking a 'mech to the ground it should "stun" it, locking steering and speed control, forcing it to continue in the same direction and speed it was travelling at the time of the collision. The difference in tonnage and the speed of the collision should be used to determine how long the stun effect lasts.

For example, each 10 tons of difference would be a base 1/2 seconds' stun with the speed of collision adding to that time.

#2 _Rorschach_

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Posted 23 December 2012 - 05:41 AM

I'm missing collisions as well. But the old closed beta knock down stun lock wasn't that fun either (well, unless you were a dragon pilot). Locking direction and speed seems like a decent idea.

Maybe additionally knock the arms and torso off target as well and have the HUD flicker/disappear for a short time?
Changing the colliding mechs speeds and movement directions would also be an option that may be worth looking at..

#3 Adridos

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Posted 23 December 2012 - 05:42 AM

Doesn't look or feel real and I could see stunlock coming from miles away. :lol:

#4 Firewuff

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Posted 25 December 2012 - 05:03 PM

Stun locking is silly... and makes no sense. I liked the knockdown but it was too frequent.

I still want collisions back so I can headstomp some poor raven in my catapult.... squish the little ******...

#5 blinkin

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Posted 25 December 2012 - 08:03 PM

View Postpack wolf, on 23 December 2012 - 05:41 AM, said:

I'm missing collisions as well. But the old closed beta knock down stun lock wasn't that fun either (well, unless you were a dragon pilot). Locking direction and speed seems like a decent idea.

Maybe additionally knock the arms and torso off target as well and have the HUD flicker/disappear for a short time?
Changing the colliding mechs speeds and movement directions would also be an option that may be worth looking at..

agreed old collision made me hate my team, especially most of the light mech pilots.

there was also a situation where a dragon knocked me down and then just circled over my corpse preventing me from ever retalliating or defending myself. he ran in circles over my corpse firing occasionally at me, and i got to watch as my mech slowly died constantly under the effect of ragdoll physics.

they need to make it much more forgiving to lights than it was before. maybe only have it take effect if there is a certain amount of tonnage difference? 2 atlas slowly bumping into each other should not fall over.

#6 Rivy

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Posted 25 December 2012 - 11:22 PM

View Postpack wolf, on 23 December 2012 - 05:41 AM, said:

Maybe additionally knock the arms and torso off target as well and have the HUD flicker/disappear for a short time?
Changing the colliding mechs speeds and movement directions would also be an option that may be worth looking at..
I'd like that yeah. Plus *some* rare knockdowns... you bump into someone and you get a slight bounce, random change of direction, random torso turn, HUD flickers and your speed drops. If you run into a way larger mech at very high speeds then yeah you go down (but if the large mech runs into you at high speeds then you both bounce, to avoid intentional knockdowns).





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