Jump to content

Movement And Autocannons


3 replies to this topic

#1 Max Liao

    Member

  • PipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 695 posts
  • Facebook: Link
  • Twitch: Link
  • LocationCrimson, Canopus IV

Posted 02 July 2013 - 01:08 PM

I like the overall idea and about 75% of the implementation of the new movement tweaks. The three issues (in over of frustration level) that I have are:
  • You simply have to add forward movement to jumpjets. I'll be cruising along at 70kph then *BAM* stopped and I can't even jump over the obstacle. If you're going to stop us on a dime, at least let me move forward when I kick in the jump jets.
  • Getting stuck on rocks and artifacts. There I am running along at 70kph when *BAM* stopped ... and I can't figure out what the eff I'm stuck on. When I look it's the corner of a building that is no higher than my ankle. Really?
  • The slowdown penalty is a bit severe. From 70kph to 10kph on a hill that comes up to my knee and I can traverse in 2-3 steps is a but extreme.
Whose idea was it to change the Autocannon sound? They sound like tin cans now.

#2 ChapeL

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,363 posts

Posted 02 July 2013 - 01:29 PM

Which mech(s) have you been driving since the patch ?

I didn't run into the same problems you have (yet) but I've only been in BJ-3 and CD9-YLW so far ( and the AC20 sounded great IMO )

#3 Max Liao

    Member

  • PipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 695 posts
  • Facebook: Link
  • Twitch: Link
  • LocationCrimson, Canopus IV

Posted 02 July 2013 - 11:10 PM

Dragon Slayer (Victor) and Trebuchet. Admittedly I had less problems with the Treb, but I'd still catch myself getting stuck if I missed the crest by a pixel. One of my community members watched me jump and get stuck in Frozen City, and he couldn't out what I was stuck on either.

A couple of small little ridges in Caustic - (not up at the caldera, mind you, or even climbing one of the hills, no we're talking the little speedbump terrain features on the relatively flat portions of the map) - ridges a 'Mech could step over slowed me from 70kph to 20kph.

I'm not against what they are trying to do here (for a change), I just think it's panning out to be a bit on the severe side at the moment.

#4 CarnageINC

    Member

  • PipPipPipPipPipPip
  • The Defiant
  • The Defiant
  • 216 posts
  • LocationNorth Dakota

Posted 02 July 2013 - 11:50 PM

I think I have to agree with Max Liao on this. Caustic has a lot of those ground pipes around the caps that prevent movement. I've noticed too that slow down penality is a bit too fast IMO. A mech with its momentum should be able to climb up or go over some of the hills and paths better. I like the new movement idea, it just needs to be tweeked a bit better in the future.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users