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Gameplay - Movement Archetypes


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#1 Kyle Polulak

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Posted 02 July 2013 - 11:40 AM

Tell us what you think of the new Movement sloping system!

Spoiler


#2 AussieGiant

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Posted 02 July 2013 - 11:42 AM

Outstanding first pass.

A little sensitive considering we are piloting very fast multi tonne machines but apart from that great.

Sound is also much improved.

#3 xengk

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Posted 02 July 2013 - 11:56 AM

The garden in river city have become a very bumpy place, interesting now that mech cannot zoo around that place without speed penalty.

Feels good so far.

#4 fleshwoundNPG

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Posted 02 July 2013 - 12:04 PM

Came to a standstill a couple of times in Canyon...by small rocks.

Like the concept, not the execution.

#5 AgentGG

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Posted 02 July 2013 - 12:07 PM

Feel like raging about this on Alpine. Map feels super unbalanced now since one side can easily be on the mountain top in the center, while other can only go around, which is like have the map and you'll be taking fire the whole time. Alpine needs some major adjusting especially with snow covered areas that look like you can climb them but you cannot. Frustrating!!

#6 Nimrod79

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Posted 02 July 2013 - 12:08 PM

I think some maps need to be redone at some parts. It is really annoying if you get stuck at Tourmaline when you just want to get out of a shallow crater in the ground.

At Canyon Network you are really lost without jump jets.

Alpine Peaks is now a 50% chance to meet the enemy.

Mechs climbing like Reinhold Messner was strange too, but I think this feat should be toned down at some maps to make them more playable. Or at least there should be some more (visually) obvious paths a Mech can climb.

Otherwise it is a nice idea.

#7 Mazikar

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Posted 02 July 2013 - 12:12 PM

Problems with small rocks with my stalker in Canyon, also that map just got 100% predictable as heavy + can only go up in certain places. So tell me what are hand actuators good for in an Atlas if it can not assist in going over a small hill? Shaking hands... saluting... I would be 100% cool with it if I could flip the bird on command but since I can not and you want realism at the expense of fun let me climb a hill with a robot designed to be all terrain by use of hands and such. The only viable builds now are jump jet builds, not a fan of them but I guess to keep an edge I have to redesign and adapt to the patch.

#8 Serapth

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Posted 02 July 2013 - 12:13 PM

View PostAgentGG, on 02 July 2013 - 12:07 PM, said:

Feel like raging about this on Alpine. Map feels super unbalanced now since one side can easily be on the mountain top in the center, while other can only go around, which is like have the map and you'll be taking fire the whole time. Alpine needs some major adjusting especially with snow covered areas that look like you can climb them but you cannot. Frustrating!!



Alpine was a festering pile of crap before this patch, now it's just an unbalanced festering pile of crap. The whole map needs to be reworked.

#9 MasterGoa

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Posted 02 July 2013 - 12:24 PM

I think this is a good thing, but Cayon is now quite a handfull to navigate and VERY hard
to go from one level to the higher one...

Could be improved.

I understand slowing down, but now we get stock on the flowers in the carpet...

#10 Genewen

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Posted 02 July 2013 - 12:30 PM

I fully support the concept of slopes slowing down mechs, but the implementation is done in a terrible, terrible way. The smallest of bumps and pebbles will screw with the player's speed. Fighting or even just walking on any bumpy surface (and there are a lot) is so bad an experience, I am really considering just not starting up the game anymore until it is fixed or reverted until the system is improved.

I have no idea how this could ever get to QA, much less even make it out of QA and into the game. Do you folks even play your own game?

#11 Stiffe

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Posted 02 July 2013 - 12:35 PM

All the updates this far seem to make the game worse everytime! If you are going to make an update please make sure it´s an update and not a downgrade of the whole game!!! You can¨t play anymore! The smallest bump on flatground you get stuck, and thats a nice feeling in something over 85 tons.

Edited by Stiffe, 02 July 2013 - 12:42 PM.


#12 Cest7

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Posted 02 July 2013 - 12:36 PM

I seem to be getting stuck a lot on vertical walls. I'll try and turn around but end up binding on something.

#13 Devrij

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Posted 02 July 2013 - 12:41 PM

I think adding more momentum for the heavier mechs to help them power over little bumps and rocks would make it feel more natural (and it would make sense too, since they're heavy) The assault class has really been crippled by it (an atlas is slow enough thanks!) so some tweaking to soften the day-to-day strolling around would be nice . As it is, you get stuck on small objects and bumps too often and it just gets frustrating.

On less "bumpy" maps it works really well.

#14 EnC3PhAL0P4TH1C

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Posted 02 July 2013 - 12:45 PM

I've never been one to grip about changes in mwo. Heck this might be my first forum post after 6 mo of gameplay. That said, I think the movement archetypes have broken the game and changed something I love to play for hours a day when possible to just wanting to turn off the game. I like the concept of slowing down on hills but just randomly stopping without warning is just complete garbage. The whole feel of the maps have changed completely now. Alpine is almost impossible in an assault. Places I used to navigate regularly are not accessible without jumpjets.

For me, it has changed the game tremendously and, while its a good idea, has made the game feel more like a chore to play.

#15 xengk

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Posted 02 July 2013 - 12:49 PM

Alpine have become more restricted.
The ridge along i line cannot be climb by mechs from the south, only lights can get pass the steep wall.
South team are left with either going radio tower or try to skirt around the mountain in i9 to flank cap.

#16 EnC3PhAL0P4TH1C

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Posted 02 July 2013 - 12:53 PM

View PostGenewen, on 02 July 2013 - 12:30 PM, said:

I have no idea how this could ever get to QA, much less even make it out of QA and into the game. Do you folks even play your own game?


This X100

#17 ProfessorD

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Posted 02 July 2013 - 12:56 PM

The question about whether or not QA happens is, surprisingly, now totally easy to answer. They told us in the last AskTheDevs that

Quote

We started with a team of 10-13 and now have a team in the mid-40s

http://mwomercs.com/...77#entry2500477

That's their whole team. Look at the credits of a full-sized-studio game sometime, and you'll see more people than that just on QA, with teams of similar size working on each other major feature. So no, no meaningful QA happens, and we get stuck on rocks.

Edited by ProfessorD, 02 July 2013 - 12:57 PM.


#18 Rubidiy

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Posted 02 July 2013 - 01:05 PM

it's ok. More realistic now, but mechs keep getting completely stuck in small objects.

#19 xXxBANExXx

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Posted 02 July 2013 - 01:24 PM

Stop making pebbles count as slopes....getting stuck on everything!!

#20 Ryvucz

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Posted 02 July 2013 - 01:27 PM

Starting at full speed, using jump jets prior to even reaching a slope slows down the mech as if it was walking up it.

-Edit

Correction, it could be due to the fact the jump jets do not create enough lift and merely glide over a surface which counts as walking...

>renames Jump Jets to better convey the actual function of them, Glide Jets<

Edited by Ryvucz, 02 July 2013 - 01:54 PM.






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