- 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.


Movement And Autocannons
Started by Max Liao, Jul 02 2013 01:08 PM
3 replies to this topic
#1
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:
#2
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 )
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
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.
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
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.
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