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The Problem With Knockdown


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#61 Yokaiko

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Posted 28 February 2013 - 06:56 AM

View PostComassion, on 28 February 2013 - 06:52 AM, said:

The thing with collisions is that they should do some serious damage at high speeds. That will discourage lights from using them against other lights just to knock the target down, because you'll both get pretty messed up in the process.



Yeah it also invalidates anything fast, you hit a heavier mech you essentially die.

I also remember that flying mechs were way way more likely to knock down heavier mechs before, I DFA's a chaging Atlas in a cat once, I jump hoping he would pass under me, I landed on his head, he went down I ran the hell out of there while my team was busy mangling him.

View PostFlying Blind, on 28 February 2013 - 06:53 AM, said:

yes collisions should do real damage


No

We'd be back to 103kph dragons steamrolling everything not an assualt with all no armor on their backs.

View PostComassion, on 28 February 2013 - 06:52 AM, said:

The thing with collisions is that they should do some serious damage at high speeds. That will discourage lights from using them against other lights just to knock the target down, because you'll both get pretty messed up in the process.



...and what discourages the medium, or heavy, I have an 87kph phract and a few 103kph dragons.

Like I said tactical flavor, not an engine of destruction, slow them, make them stand up BUT STILL SHOOT THEM. Leveling mechs by virtue of speed is counterproductive.

Edited by Yokaiko, 28 February 2013 - 06:57 AM.


#62 Jungle Rhino

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Posted 28 February 2013 - 06:59 AM

View PostMazzyplz, on 28 February 2013 - 06:01 AM, said:

that's not my point. my point is these people are making those guys have a hard time, just all around mocking them and wasting their time;
it must be extremely frustrating to be trolled like this instead of a quick shot to the head.


I thought this thread was about knockdowns but you're talking about ECM lights?

#63 Franchi

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Posted 28 February 2013 - 07:02 AM

Knock down is a catapult drivers nightmare, I spent most of closed beta on my back in a K2, GDM Commandos could knock a cat down!


Still will be great when its back in game!

#64 Penance

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Posted 28 February 2013 - 07:03 AM

if hit tracking, hit boxes and lag works (no shielding), then knockdowns aren't needed.

I can go either way with it. I enjoyed it when it was in the game...but solely because it was the only way to kill lights at the time due to lag. Now that they have somewhat sorted that out (it's much better now than it used to be) i can live without it.

#65 Jungle Rhino

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Posted 28 February 2013 - 07:06 AM

Lights need to **** out of the brawl and learn to scout. Knockdowns are definitely required! Currently there are few Medium mechs being used because lights occupy their role on the battlefield. When my Centurion can kick a Raven in the face and then shoot it's legs off as it lies helpless on the ground I will be a very happy mechwarrior.

#66 Boymonkey

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Posted 28 February 2013 - 07:06 AM

Can't wait to knock down those ravens, oh revenge is sweet.

#67 LordDante

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Posted 28 February 2013 - 07:30 AM

View PostBoymonkey, on 28 February 2013 - 07:06 AM, said:

Can't wait to knock down those ravens, oh revenge is sweet.

+1

#68 Royalewithcheese

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Posted 28 February 2013 - 07:31 AM

I apologize in advance to all the people I'm gonna accidentally bowl over in my Atlas.

#69 Whompity

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Posted 28 February 2013 - 07:37 AM

I only started playing MWO after KD's were removed, so I can't really comment on their balance issues before but, IMHO...

I don't have a problem with KD if it's properly implemented. That is, mass x velocity = momentum. Sure you can slam your Jenner into the back of an Atlas at 120kph, but the reaction and damage have to make sense. I can't think of a good reason why a Jenner would try to do that, since in RL, a Smart Car attempting to ram a Mack Truck, even from the side is... suicide. Like hitting a brick wall. The Jenner should take most of the damage and have the greater risk of falling down.

On the flip side, ramming a Jenner with an Atlas would end up pretty much the same... though MUCH harder to pull off.

In short, ramming should be a desperation move (or accidental).

Edited by Olivia Maybach, 28 February 2013 - 07:38 AM.


#70 Bubba Wilkins

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Posted 28 February 2013 - 07:45 AM

View PostKunae, on 31 January 2013 - 02:16 PM, said:

I'll be amused when atlases will back up over their whole team, in a choke point... Bowling! Posted Image


The Atlas has the right of way....ALWAYS. ;)

#71 DangerGnome

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Posted 28 February 2013 - 08:00 AM

Anyone remember the link to the Dragon vs Hunchback knockdown in Frozen City Cave video?

#72 urmamasllama

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Posted 28 February 2013 - 08:01 AM

View PostYokaiko, on 28 February 2013 - 06:51 AM, said:



Perhaps.

Putting real collision damage in would be entirely over the top, you could destroy a lot of mech simply by hitting them head on. I doubt that is really what anyone wants.

Knocking them over for a couple points of damage, adds tactical flavor, dying every time you run around a corner into an assault that you don't know is there (hello D-DC) is a bit over the top. You would NEVER get everyone out of their atlases.

i may have exaggerated a bit ;)

#73 Bad Alchemy

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Posted 28 February 2013 - 08:14 AM

View PostPANZERBUNNY, on 31 January 2013 - 02:56 PM, said:

It wasn't pulled because of situational abuse. No way.

It was glitchy when mechs got up and I assume they didn't want such an overt fail to code plain as day when they were starting to charge people for game features.


This.

Knockdown was glitchy when mechs stood up as they would teleport from thier standing position to the side making them harder to hit. It was cool however to see your mech from a sideways 3rd person view and watch tripped commandos do the superman through the air ;)

The mechanic is very much needed back in the game. There are FAR TOO MANY TERRIBLE PILOTS who could not do what they do now with knockdown in the game.

Examples:

1. Packs of lights turning in very sharp angles around a single mech spamming SSRMs and running through each other would find they start knocking themselves over.
2. Mechs facing an assault when trapped between bldgs who run through the assault instead of getting hammered whilst trying to back away, would find themselves being knocked over. This ****** me off the most as its really an exploit to get away from a mech that cant turn fast.
3. Knockdown forced pilots to be better in beta whilst now all idiots do is swarm targets getting in each others way to get kill steals. Weapon distances mattered when you all couldnt be at point blank together.

#74 Mackman

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Posted 28 February 2013 - 08:24 AM

When they do re-implement knockdowns, I really, really hope it has nothing to do with chance. Chance is fine with certain minor mechanics, but putting an entire mech out of commission for five seconds should have absolutely nothing random about it. I don't care how many variables they build into it, as long as none of them have a % next to them.

#75 iminbagdad

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Posted 28 February 2013 - 08:32 AM

I will make a free safety mech. I'm thinking treb 3c with the biggest engine I can find. I don't care if I can only put 1 small laser on it I will spend the entire match making sure light pilots are watching their mechs in 3rd person.

#76 TungstenWall

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Posted 28 February 2013 - 08:34 AM

View PostMackman, on 28 February 2013 - 08:24 AM, said:

When they do re-implement knockdowns, I really, really hope it has nothing to do with chance. Chance is fine with certain minor mechanics, but putting an entire mech out of commission for five seconds should have absolutely nothing random about it. I don't care how many variables they build into it, as long as none of them have a % next to them.

From what I have read, the mechanic will not really be chance but rather a kind of compass on you HUD. As you move over rough terrain, get hit by ballistics/missiles, and collide with other mechs or objects, the compass will begin to shake. If the Compass ends up going over xdegrees, it will cause your mech to rag-doll.

#77 Mackman

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Posted 28 February 2013 - 08:39 AM

View PostTungstenWall, on 28 February 2013 - 08:34 AM, said:

From what I have read, the mechanic will not really be chance but rather a kind of compass on you HUD. As you move over rough terrain, get hit by ballistics/missiles, and collide with other mechs or objects, the compass will begin to shake. If the Compass ends up going over xdegrees, it will cause your mech to rag-doll.


That'd actually be super amazing. Are they really going to put that much detail into it?

#78 Abe07

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Posted 28 February 2013 - 09:03 AM

Knockdowns ARE coming back, you can't stop it. There will probably be some kind of damage component to it to keep it from being abused too much. A Raven/Commando/Jenner shouldn't be able to run through an Atlas to get behind him. It's stupid. You know it's stupid. Get used to the idea, change your piloting now.

#79 Esplodin

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Posted 28 February 2013 - 09:09 AM

View PostBad Alchemy, on 28 February 2013 - 08:14 AM, said:

The mechanic is very much needed back in the game. There are FAR TOO MANY TERRIBLE PILOTS who could not do what they do now with knockdown in the game.


As a light pilot, I'd be happy to see this back in the game. Wheat from chaff and all that.

View PostRoyalewithcheese, on 28 February 2013 - 07:31 AM, said:

I apologize in advance to all the people I'm gonna accidentally bowl over in my Atlas.


However, terrible drivers are in ALL classes. I've learned to rocket out of spawn the moment I can do so to prevent getting walked through by an assault with less then ideal situational awareness or shot. I'm not afraid of getting munched by the other team. I'm afraid that the heavier chassis will just plow through me because there is no downside for them.

Once collisions are in place the light population will decrease, and assaults will increase even more. I don't think that's a good thing. There has to be a balancing mechanic to make it a tactical choice, with a real downside to being the bowler.

#80 FupDup

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Posted 28 February 2013 - 10:28 AM

View PostEsplodin, on 28 February 2013 - 09:09 AM, said:

However, terrible drivers are in ALL classes. I've learned to rocket out of spawn the moment I can do so to prevent getting walked through by an assault with less then ideal situational awareness or shot. I'm not afraid of getting munched by the other team. I'm afraid that the heavier chassis will just plow through me because there is no downside for them.

Once collisions are in place the light population will decrease, and assaults will increase even more. I don't think that's a good thing. There has to be a balancing mechanic to make it a tactical choice, with a real downside to being the bowler.

Thank you. :P

Finally, somebody on this forum who doesn't want this game to turn into MW4 online. Heavy and assault pilots really do have some sort of superiority complex going on and make up the bulk of most of my matches (I'm the only light most of the time now that class matching has a lower priority!). Aren't mediums supposed to be the historically most common weight class?

Edited by FupDup, 28 February 2013 - 10:32 AM.






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