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Fast Pass On New 'map Features' - My Atlas Cannot Cross Canyon Stream


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#1 Scromboid

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Posted 02 July 2013 - 01:36 PM

Okay, for real guys.

My Atlas is stuck in the Canyon stream. Need to maybe revert and do another pass on this, because the thought of an 18 meter tall walking robot not being able to lift it's foot a half a foot is a little ridiculous.

#2 One Medic Army

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Posted 02 July 2013 - 01:40 PM

View PostScromboid, on 02 July 2013 - 01:36 PM, said:

Okay, for real guys.

My Atlas is stuck in the Canyon stream. Need to maybe revert and do another pass on this, because the thought of an 18 meter tall walking robot not being able to lift it's foot a half a foot is a little ridiculous.

Sounds like they need to add some code for ignoring inclines of less than "x" height.
Thanks for the warning.

#3 Hauser

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Posted 02 July 2013 - 01:45 PM

Best thing to do is to press F9 to enable the coordinates, take a screen shot and mail it to support@mwomercs.com

#4 Victor Morson

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Posted 02 July 2013 - 01:59 PM

If the speed reduced to 1 instead of 0, it'd still make rough terrain REALLY REALLY rough and solve all of these problems instantly.

As it stands now, get ready for a lot of "grind to a halt an inch from flat terrain."

EDIT: If I was a map designer there I would be furious, because this is the kind of movement system that needs to be considered at the very beginning of map design. There's no way they could have planned their maps around this!

Edited by Victor Morson, 02 July 2013 - 01:59 PM.


#5 TheFlyingScotsman

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Posted 02 July 2013 - 02:01 PM

Yup. Between very small but sharp inclines and JJ landings, the new mechanic is looking pretty terrible. The only good thing it added was building colission slowdowns. (Totally awesome and necessary, but also totally not worth the fallout. JJs got nerfed again due to this mechanic.)

#6 Victor Morson

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Posted 02 July 2013 - 02:06 PM

View PostHauser, on 02 July 2013 - 01:45 PM, said:

Best thing to do is to press F9 to enable the coordinates, take a screen shot and mail it to support@mwomercs.com


Do you have a piece of tape? I think I should just put it over F9.

#7 Esk

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Posted 02 July 2013 - 02:44 PM

Yeah, I love that we finally got this (it's starting to feel like a finished game slowly still balance issues but meh)..
All we need to now is Knockdowns, terrain damage and we're really getting somewhere in this that of the game.

But even in heavy/Medium mechs I'm getting stuck on the smallest slopes near things the mech should just walk over, let alone the places my atlas is getting stuck.
An in a few places (screens and reports to be done eventually) I can walk up things i shouldn't.

I think It'll get sorted though, its a huge change and will just take a while to find all the issues on each map.

Edited by Esk, 02 July 2013 - 02:47 PM.


#8 Balsover

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Posted 02 July 2013 - 04:26 PM

View PostEsk, on 02 July 2013 - 02:44 PM, said:

Yeah, I love that we finally got this (it's starting to feel like a finished game slowly still balance issues but meh)..
All we need to now is Knockdowns, terrain damage and we're really getting somewhere in this that of the game.

But even in heavy/Medium mechs I'm getting stuck on the smallest slopes near things the mech should just walk over, let alone the places my atlas is getting stuck.
An in a few places (screens and reports to be done eventually) I can walk up things i shouldn't.

I think It'll get sorted though, its a huge change and will just take a while to find all the issues on each map.


I think the thing that most people find amazing about this, is we as players noticed this within hours of the patch. How could no internal playtesting catch this?

#9 Hauser

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Posted 02 July 2013 - 04:32 PM

Is this specific to Atlases? I've had no problem with heavies and mediums yet.

In fact if I take a little run up I can get over some 45 degree slopes easily.

Edited by Hauser, 02 July 2013 - 04:33 PM.


#10 jakucha

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Posted 02 July 2013 - 04:33 PM

View PostHauser, on 02 July 2013 - 04:32 PM, said:

Is this specific to Atlases? I've had no problem with heavies and mediums yet.


Haven't run into any rocks that stop me, just slow me down temporarily, in my Jagermech so far.

#11 Screech

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Posted 02 July 2013 - 04:42 PM

View Postjakucha, on 02 July 2013 - 04:33 PM, said:


Haven't run into any rocks that stop me, just slow me down temporarily, in my Jagermech so far.


The little rock nubs on the edges of the firing platforms in Tourmaline will stop you now. Not sure if it should be fixed or not yet haven't played it enough to say.

#12 oldradagast

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Posted 02 July 2013 - 04:59 PM

Tourmaline is going to be full of this crud - all those little crystals are now infinite walls (barring jumpjets)

I like the CONCEPT of the mechanic - ends the absurd 80-degree slope climbs on Alpine, etc. - but it still needs work, which isn't surprising, I guess.

#13 Sephlock

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Posted 02 July 2013 - 05:00 PM

Is he a Vampire Atlas?

A Vatlas?

#14 Hauser

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Posted 03 July 2013 - 01:34 AM

View PostScreech, on 02 July 2013 - 04:42 PM, said:


The little rock nubs on the edges of the firing platforms in Tourmaline will stop you now. Not sure if it should be fixed or not yet haven't played it enough to say.

View Postoldradagast, on 02 July 2013 - 04:59 PM, said:

Tourmaline is going to be full of this crud - all those little crystals are now infinite walls (barring jumpjets)

I like the CONCEPT of the mechanic - ends the absurd 80-degree slope climbs on Alpine, etc. - but it still needs work, which isn't surprising, I guess.


I think that's the point. Those crystals walls are very uneven terrain.

#15 jeffsw6

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Posted 03 July 2013 - 04:47 AM

View PostBalsover, on 02 July 2013 - 04:26 PM, said:

I think the thing that most people find amazing about this, is we as players noticed this within hours of the patch. How could no internal playtesting catch this?

They don't do play-testing. How have people not noticed that?

#16 Scromboid

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Posted 03 July 2013 - 05:09 AM

I just posted this in another post, but feel like I should include it here.

----

I cannot imagine in any sense of reality or fiction that a 100 ton 18 meter bipod BattleMech powered by a fusion engine ffs would not be able to climb the little lip of the stream in Canyon Network.

Listen... the idea was sound. I do not disagree that some sort of movement changes had to be made, but this is poorly implemented and a little too drastic. My Atlas is already the slowest critter in the crawl and this movement change makes it almost impossible to do any sort on maneuvering on any sort of slope. I spent half the match last night in River City Night just trying to figure out how to get on the bridge. It was ridiculous!

The other thing... there is no reason we should be limited to 0 when going up a hill. There is no point in time where the mech cannot even supposedly reach down with its arms and pull itself up the hill. Arden Sortek dug himself out of a 20+ meter bog in a Victor... straight up. We should be able to hoof it up a little hill. At the very least build into the HUD a way for the 'mech to tell us whether it is going to be able to traverse a hill or not. Running 52.7kph into a hill, going up 3 feet then stopping dead is completely ridiculous and not even how physics and inertia work! I would imagine that the weight and inertia alone would push the mech over the hill. Even if it would stop it, hitting a 45 degree and immediately stopping is not close at all to realistic and we are already suspending dis-belief by driving building sized robot tanks!

Lastly, if speed is affected uphill, it needs to be affected downhill as well. I cannot honestly imagine the reason for such a drastic change in the way our battlemechs move after 2 years of gameplay, but at least make it equal on both sides. If my car has a tough time going up a hill on one side of the mountain, it goes down on the other side very quickly. Right now, having that speed limiter just makes no sense at all.

Something needs to be done and very quickly. I have rarely gotten so frustrated at this game before that I have dropped group mid night to just go read. I was not the only one, either.

The new map movement is frustrating and poorly implemented. If there is any time for an immediate roll back, this is it.

#17 giganova

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Posted 03 July 2013 - 06:31 AM

Didn't reup your AAA status on that Atlas, eh? Life's tough.

#18 KingCobra

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Posted 03 July 2013 - 06:39 AM

Don't fell bad OP the mechs are now getting stuck on a twig or small rocks on all maps in some ways maybe PGI thinks this is emersion but to me the mechs now feel like slow lethargic hay wagons that cant maneuver at all. A x5 movement buff would be good MW4 had mech speeds and movements right. Maybe PGI can go back and learn from the older games on what a mech should move and maneuver like. Only thing I like about last patch is the limit on hill climbing. http://www.bing.com/...=21&FORM=NVPFVR I truly thought by 3050 mechs were fast moving machines of destruction ? not ninja mech turtles online? Posted Image

Edited by KingCobra, 03 July 2013 - 06:41 AM.


#19 Enigmos

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Posted 03 July 2013 - 06:51 AM

There should be significantly enhanced hill climbing possible in a low gravity environment, but all these worlds should not have had their gravity quadrupled to demonstrate that unrevealed feature.

#20 PLOG

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Posted 03 July 2013 - 06:51 AM

I'vs had the exact same issue on canyon with a QKD, course i had JJs i just didn't figure i'd need them for something as silly as crossing a stream.

overall the movement changes have me saying, "When can i play my tank...?"

mattPLOG





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