Personal pet peeve of mine. I noticed how much force concussor value goes up in 11v11 matches where it's basically a free "flip over like 8 people" button with not much counterplay. You can be heavy, you still get launched and someone wedges themselves under you. You can have downforce thrusters, but it makes no difference and you're always sent at a ~45 degree angle where your fall can easily be intercepted, caught, etc.
It doesn't even make sense geometrically that you would be sent so far upwards against it, even if you're just in front of the bot, rather than above them to any extent.
I think force concussor should have it's vertical vectors neutered, so that it sends "away" more than "up"
(also can we bring back the flip module not resetting your momentum so that you actually have a chance to get back on your feet instead of being eaten alive?)
#Change force concussor launch angle
1 messages · Page 1 of 1 (latest)
I've played against force concussor a fair bit, and even used it before steam release when activity was lower, just chalked up most of my failures against it as me designing incorrectly, not using heavy cubes enough, having my ground clearance be too weak, but no, it's just that being flipped upside down with 5 people actively shooting you is a complete death sentence and it's more annoying than anything
It's actually insane how much value it provides. Feels more mandatory than countermeasure bays do as something you just auto-include because it will benefit you no matter what
It's pretty good yeah, when I play against bone I basically have to stay a bit away or it'll get me killed. I think it would feel less bad if it was more apparent that the other player has it\some kind of telegraph
I've been parried with it one too many times and it just does not feel good to play against, like all CC mechanics in any videogame ever
My main CAS bot has a ridiculous amount of forward and down thrust, and yet just using it makes me leap right over your bot like nothing
There's basically no "Away" momentum at all, it's almost vertical and it just gives you a lifetime opportunity to completely nuke someone regardless of their design
The somewhat low gravity in battles doesn't help this either
yeah the gravity feels weird
Wrote about it in in-game chat, the general public seems to more or less agree with the take that "force concussor is op"
My take is that it's velocity vector should just have a function that says nothing is applied vertically, making the pushback strictly horizontal
So the idea is a long enough bot would be stable enough for that to not flip it over
Flipping people over or sending them upwards is not a tool people should have access to at the click of one button
It should be something you actively work for with your bot's shape and weight
I agree contesting points against more than 1 tank with a concussor is quite the annoying experience. I dunno if a removal of vertical angle would be necessary though, reducing it to something like 10-15° (with maybe less force in the vertical axis) might be interesting to try first imo.
As for the telegraph part, I was thinking maybe adding a charge time (maybe 2-4 secs) for the concussor to activate, and while in this charge time a circle of blue/red particles (depending on if teammate ot enemy) closes up to the user bot would make it more apparent that the user's charging a force wave.
its even worse if your end up not upright
cause then you have to flip to get upright.... which exposes your underside further and further immobilizes you
this would be fine if flipping didnt halt momentum
because you could flip & ride the knockback to get away
flip as doublejump was just fun
they should bring it back
adding a delay sounds about right
if i were designing with this kind of mechanic, i would rework force concussors altogether to make you have to hold down the concussor button to increase it's power, at the cost of being stationary
so you would start sitting there with this obvious charge-up animation with particles flying into your bot, where you can't shoot or move during it and everyone can see you
but that's a tall ask
baller
with the more plain solution of making it a static delay so you have to force concussor in advance and give the enemy a bit of prep time, 2-4 seconds is not enough imo
for now i think the elephant in the room is the vertical knockback, ideally the module just wouldn't exist because i don't think a lot of people even like it