New Battlemech Movement Behaviour - Feedback
#181
Posted 27 June 2013 - 06:24 PM
#182
Posted 27 June 2013 - 06:41 PM
So, if we walk up the stairs we wont be slowed down, but if we walk over some small undulating (and pretty much flat) terrain out in the water we will?
Not sure this makes much sense.
Image below for some examples:
- Ramps in centre, upper and the upper city spawn do not have gradient attributed according to the image
- Gradient is going to clip mech speed in the water/shallow area - im not sure this is intentional?
- Gradient applied to inaccesible areas e.g water/lower city boundary you cannot actually climb - will this affect mechs that jj over and onto this zone even though its a straight wall?
- Blue area circled - apparently no effect, even though there are obstacle and the area circled is lower then the surroundings.
- Flat area on the edge of the upper cap appears to have a 45 degree deceleration rate?
Edited by White Bear 84, 27 June 2013 - 06:55 PM.
#183
Posted 27 June 2013 - 06:59 PM
#184
Posted 27 June 2013 - 07:06 PM
Possibly fall down if too fast? Think fat kid running down hill. Movement faster than thunder-thighs could safely handle.
#185
Posted 27 June 2013 - 07:20 PM
It would give the mediums and fast heavies a band of their own to excel in. Same for the Large 'Mechs.
Odd that the Stalker is in a similar band to the Awesome.Similarly, I'm slightly annoyed that the Cataphract and JagerMech are in the same band as the rest of the Mediums and light heavies.
Tiny: Jenner, Commando, Spider
SlowdownAngle: 40°
Small: Raven, Cicada
SlowdownAngle: 35°
Medium: Blackjack, Centurion, Hunchback, Trebuchet, Dragon, Quickdraw
SlowdownAngle: 30°
Large: Catapult, JagerMech, Cataphract, Awesome, Victor
SlowdownAngle: 25°
Huge: Stalker, Highlander , Atlas
SlowdownAngle: 20°
Edited by Scott Masterson, 27 June 2013 - 07:22 PM.
#186
Posted 27 June 2013 - 07:23 PM
LOLOLOLOLOLOLOLOLOL!
Feeling like a smug smartass cause I only pilot JJ capable mechs!
#187
Posted 27 June 2013 - 07:28 PM
scJazz, on 27 June 2013 - 07:23 PM, said:
LOLOLOLOLOLOLOLOLOL!
Feeling like a smug smartass cause I only pilot JJ capable mechs!
Trolololol.. ..lol.
#188
Posted 27 June 2013 - 07:29 PM
#189
Posted 27 June 2013 - 07:30 PM
#190
Posted 27 June 2013 - 07:32 PM
#191
Posted 27 June 2013 - 07:34 PM
#192
Posted 27 June 2013 - 07:41 PM
I would like to see tonnage and engine size have some part in the calculation, but I'm happy to see even this as a starting point. Let's see some more critical thinking like this PGI, and less dumbo idea machine like the suggested boating solution.
#193
Posted 27 June 2013 - 07:56 PM
#194
Posted 27 June 2013 - 08:49 PM
Dexion, on 27 June 2013 - 07:56 PM, said:
yeah, it funnels one team to three locations, while there is more flexibility for those coming from the south, be interesting to see how it impacts tactics. Seems like it is unbalanced to the south team.
#195
Posted 27 June 2013 - 08:52 PM
#196
Posted 27 June 2013 - 09:01 PM
It would save some work when implementing new designs.
#197
Posted 27 June 2013 - 09:03 PM
#198
Posted 27 June 2013 - 09:07 PM
Thontor, on 27 June 2013 - 08:58 PM, said:
That is true, but i would argue that they may be more than a 20 degree slope. The small ramp heading into upper city definately is.. ..this will call for some screenshots and testing on the weekend..
For the images to be a bit more represenative on a map like this i think that surfaces with a 0 degree angle should be transparent.
#199
Posted 27 June 2013 - 09:18 PM
#200
Posted 27 June 2013 - 09:19 PM
But, is a light mech is impeded by a slope in the land, but not impeded by being partially or fully submerged in water?
PGI, I challenge you to run through a river and tell me you can manage the same speed as on dry land.
Edited by Haitchpeasauce, 27 June 2013 - 10:00 PM.
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