New Mech Movement Behavior
#61
Posted 27 June 2013 - 02:55 PM
#62
Posted 27 June 2013 - 03:02 PM
I guess there are those in the dev team that must really like the stalker and multi pcc sniping, also as mentioned by others gravity would make mech go down hill faster..
also mechs with longer legs would be better than those with short stubby legs
Edited by Cathy, 27 June 2013 - 03:04 PM.
#64
Posted 27 June 2013 - 05:29 PM
Tiny: Jenner, Commando, Spider
SlowdownAngle:40°
Small: Raven, Cicada, Blackjack, Centurion, Dragon, Trebuchet, Hunchback
SlowdownAngle: 35°
Medium: JagerMech, Awesome, Quickdraw,
SlowdownAngle: 30°
Large: Catapult, Cataphract,
SlowdownAngle: 25°
Huge: Atlas, Highlander, Victor, Stalker,
SlowdownAngle: 20°
#65
Posted 27 June 2013 - 11:31 PM
Kevin Meek, on 27 June 2013 - 12:22 PM, said:
Is there anyway a option for liking a post more than once can be implemented because I just want hold it down on "Like this" for a few minutes.
Also a suggestion I made in the suggestion thread of allowing mechs with both arms having hand actuators be able to move up slopes of up to 50% (instead of 45%) at a rate of 5-10% speed. Right now hand actuators are purely detrimental to mechs, and this might gives them a minor useful perk. Not sure how many slopes this would allow them to climb, but with the slow speed I doubt it would become too powerful and would at least make hand actuators have some use.
(note if you have ever climbed a 50% slope yourself you will likely find yourself using your hands, that is very very steep)
What do others think of this idea?
Oh and in reply to people saying mechs should move faster downhill, that is probably true up to a 10-20% slope, beyond that they would need to go slower, or would almost certainly lose their balance and fall. (I would say try running down a steep hill, but might be dangerous. Maybe look for youtube videos of people running down hills? bet there are a bunch of people falling on the way down people like to post videos of others getting hurt.)
Edited by Ningyo, 27 June 2013 - 11:37 PM.
#66
Posted 27 June 2013 - 11:41 PM
#67
Posted 28 June 2013 - 01:50 AM
The first thing I noticed though from the maps was the fact that essentially you should already know where your mech can get up and down in the maps... I know where the ramps for heavy or assault mechs are in canyon. All this change does is make the gradient another factor in use of cover and firing solutions, this will hopefully lead to more organized tactics and firing line solutions to evolve.
It also has the benefit of being able to utilise battlemechs that have the speed and firepower to perform hit and run tactics across various terrain, the only downside is that alpha boats are still the major threat in the current meta and this really only affects their possible movement paths and their speed into related cover.
#68
Posted 28 June 2013 - 02:13 AM
aniviron, on 27 June 2013 - 11:41 PM, said:
It already got dealt with in both the announcement and in a podcast. At worst maybe the really early maps, however the intent is to remove a lot of the stuck in terrains by making them inaccessible as was intended in the 1st place.
Add to this things like the spires in tourmaline will only be for jumpers (and then they wont be able to maneuver once up there without another jump) as well as the nerf to rof this puts on hill pop snipers and we have a pretty well rounded solution to altering the meta somewhat
#69
Posted 28 June 2013 - 02:19 AM
BTW i support the idea, that Mechs with hand actuators get 2.5% more slope per hand, as the mech can use them to climb.
Edited by John McFianna, 28 June 2013 - 02:37 AM.
#70
Posted 28 June 2013 - 02:44 AM
Step over height & leap height should also be included for 90deg vertical small objects.
I notice the islands in water in river city there are lots of small 25deg slops which an Atlas should be able to step over.
Also lots of small 90deg boulders in lots of maps that a commando should be able to leap over without braking its legs or needing jump jets.
Small mechs should be able to leap unto/over what massive mechs should stride/step unto/over.
#71
Posted 28 June 2013 - 03:11 AM
#72
Posted 28 June 2013 - 04:05 AM
Stardancer01, on 28 June 2013 - 02:44 AM, said:
Step over height & leap height should also be included for 90deg vertical small objects.
I notice the islands in water in river city there are lots of small 25deg slops which an Atlas should be able to step over.
Also lots of small 90deg boulders in lots of maps that a commando should be able to leap over without braking its legs or needing jump jets.
Small mechs should be able to leap unto/over what massive mechs should stride/step unto/over.
Be nice to see it added to the acceleration graphs with ui 2.0
Edited by Ralgas, 28 June 2013 - 04:10 AM.
#73
Posted 28 June 2013 - 05:21 AM
Bipedal animals (and since they are modeled as bipeds and conically utilize our nervous system for balance... Battlemechs) when walking / running down hill use eccentric contraction to mitigate the effects of inertia to limit acceleration, thus keeping us from accelerating past our ability to control forward momentum and winding up on our pudgy faces.
So... "Yes" while walking / running down hill, natural tendency secondary to inertia / gravity is for us to accelerate "slightly" but we naturally / instinctively govern momentum in an attempt to maintain our preferred upright orientation.
In order to accelerate down hill like folks keep referring to... We would have to consciously ignore our natural instincts allowing us to accelerate / gain unregulated forward momentum / speed in a linear curve.
Yeah, I know... I suck the fun out of everything.
My wife agrees...
#75
Posted 28 June 2013 - 06:49 AM
#76
Posted 28 June 2013 - 06:55 AM
Tennex, on 27 June 2013 - 10:27 AM, said:
doesn't make sense to have one without the other
'Mechs should go slower when moving downhill, unless they are going to incorporate skidding/falling damage. This is inline with both tabletop and the nature of bipeds to need to focus more on balance (hence the use of the neurohelmet to transfer balance data to the gyro). A 'Mech going faster should be considered as falling and take appropriate damage - which can be considerable depending on the height of the fall.
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