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New Battlemech Movement Behaviour - Feedback


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#221 ChallengerCC

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Posted 28 June 2013 - 02:03 AM

I love the changes! You guys make a realy good job and support the difference between the mechs.
Every mech has its pros and cons.

#222 LordDante

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Posted 28 June 2013 - 02:32 AM

best news evar this will make my spider totally OP MUHAHHAHAHAHHAHAHAHAHHAHAAAAAAAAAAAAAAAAAAAAA

#223 Stardancer01

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Posted 28 June 2013 - 02:36 AM

While I absolutely agree with max climb angles being listed as part of the mech stats
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.

#224 TrentTheWanderer

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Posted 28 June 2013 - 02:52 AM

This is a great decision (hopefully in a string of good decisions) that leads to me investing more money into this game and business.

Thanks, PGI!

#225 JimTheRat

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Posted 28 June 2013 - 02:54 AM

I'm sure this has been covered somewhere in this thread, but what would be GREAT is a small/unobtrusive HUD indicator showing what the relative angle you're walking on/just ahead of you is. Just so we can, if we're not sure, know exactly what's going on.

#226 Butane9000

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Posted 28 June 2013 - 02:58 AM

I just realized how seriously this is going to impact River City and Frozen City.

River City the fighting either takes place in lower city south of the airport or it takes place in the upper section across the airport. If the map is right the only quick route is the broken road and the bridge. The side route should only be passable by mediums and lights. This is seriously going to change fighting.

And Frozen City on conquest is now going to be massively different. Now heavies without jump jets are not going to go theta because once they drop it will be extremely slow and arduous to get back up to the upper section of the map. It will further improve the usefulness of lights and mediums.

Man this is seriously going to impact the meta of running all heavies and assaults.

I can't wait.

#227 Matthew Ace

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Posted 28 June 2013 - 02:58 AM

View PostAssiah, on 27 June 2013 - 11:13 AM, said:

Like the idea, but seriously the quickdraw is a large? The mech that is well known for its well designed ankle actuators allowing it to keep its footing on all sorts of terrain is now as graceful as a stalker!?

Please reconsider moving the Quickdraw to the medium grades and the stalker up to the huge.



This.

#228 meteorol

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Posted 28 June 2013 - 03:05 AM

I'm loving it. Best thing you did in a while. (Even if i would like to see the stalker in the "huge" and the quickdraw in the "medium" category).

Since you are doing awesome stuff at the moment:
Let the PPC heat penalty kick in after the 2nd PPC and not the 3rd.
Seriously. This would be awesome stuff on top of awesome stuff. Awsception.

Edited by meteorol, 28 June 2013 - 03:07 AM.


#229 Butane9000

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Posted 28 June 2013 - 03:17 AM

Honestly reviewing it this is what they are.

Tiny: Jenner, Commando, Spider
SlowdownAngle: 40°

Small: Raven, Cicada
SlowdownAngle: 35°

Medium: Blackjack, Centurion, Dragon, JagerMech, Trebuchet, Cataphract, Hunchback
SlowdownAngle: 30°

Large: Quickdraw, Stalker, Awesome, Catapult
SlowdownAngle: 25°

Huge: Atlas, Highlander, Victor
SlowdownAngle: 20°

And this is what they should be (changes in bold)

Tiny: Jenner, Commando, Spider, Raven
SlowdownAngle: 40°

Small: Cicada, Blackjack
SlowdownAngle: 35°

Medium: Centurion, Dragon, Trebuchet, Quickdraw, Hunchback
SlowdownAngle: 30°

Large: Cataphract, Awesome, Catapult, JagerMech
SlowdownAngle: 25°

Huge: Atlas, Highlander, Victor, Stalker
SlowdownAngle: 20°

Edited by Butane9000, 28 June 2013 - 03:18 AM.


#230 Enigmos

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Posted 28 June 2013 - 04:07 AM

Different planets have different gravities: Will the incline effect be moderated by gravity? Will the effect of a 30 degree slope on a .9 Earth gravity planet be effectively 31 degrees or so?

Edited by OriginalTibs, 28 June 2013 - 04:09 AM.


#231 Ralgas

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Posted 28 June 2013 - 04:14 AM

To help the newbies and make the effects clear add another acceleration graph to ui2.0 to show how the mech accel will be affected by climbs.

(ie the right side graphs of this shot)

Posted Image

Edited by Ralgas, 28 June 2013 - 04:15 AM.


#232 Xenroth

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Posted 28 June 2013 - 04:15 AM

View PostButane9000, on 28 June 2013 - 03:17 AM, said:

And this is what they should be (changes in bold)

Tiny: Jenner, Commando, Spider, Raven
SlowdownAngle: 40°

Small:Cicada, Blackjack
SlowdownAngle: 35°

Medium: Centurion, Dragon, Trebuchet, Quickdraw, Hunchback
SlowdownAngle: 30°

Large: Cataphract, Awesome, Catapult, JagerMech
SlowdownAngle: 25°

Huge: Atlas, Highlander, Victor, Stalker
SlowdownAngle: 20°



I would do it like that,

Tiny: 20-25 Tons, so any Mech below 30 tons
SlowdownAngle: 40°

Small: Any Mech between 30-45 tons
SlowdownAngle: 35°

Medium: Any Mech between 50-60 tons
SlowdownAngle: 30°

Large: Any Mech between 65-80 tons
SlowdownAngle: 25°

Huge: Any Mech with 85+ tons (85-100)
SlowdownAngle: 20°

#233 SgtMagor

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Posted 28 June 2013 - 04:21 AM

the only problem I have with this new system is, some mechs were designed with quirks ( speed, agility, etc. ) the new behavior meta seems to throw that out the window???, add to that I would never have bought particular mechs for certain design quirks, if that was going to be negated...

Edited by SgtMagor, 28 June 2013 - 04:27 AM.


#234 Deecay

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Posted 28 June 2013 - 04:33 AM

View PostDeathofSelf, on 27 June 2013 - 11:46 AM, said:

Looking at the maps (specifically caustic valley) it would appear that the pipes running around the cooling pools (near one of the spawns) are red (not passable). If I remember correctly they are pretty low to the ground and it wouldn't make much sense if we couldn't walk over them.

This was one of my major concerns. I hope the change doesn't bring even more impassable low height objects like little rocks, cars or those small crater rims in tourmaline you suddenly bump into. Apart from that i'm curious how the change feels.

#235 Brkojle

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Posted 28 June 2013 - 05:08 AM

as I said for a dozen times b4, each patch is new game !

#236 Howdy Doody

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Posted 28 June 2013 - 05:39 AM

Bravo Devs!

Time to hit the mechlab and refit my favorites to get more engine. With slower climbs and longer routes, slower Mechs are about to get REAL slow!

#237 J4ckInthebox

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Posted 28 June 2013 - 05:39 AM

ok, so apparently I am the only one who thinks that change will defeat the purpose of the Battlemech.

Why do you need an overcomplicated bipedal fighting machine if it can't climb a slope. ?

#238 Hobo Dan

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Posted 28 June 2013 - 05:44 AM

View PostLevesque, on 28 June 2013 - 02:54 AM, said:

I'm sure this has been covered somewhere in this thread, but what would be GREAT is a small/unobtrusive HUD indicator showing what the relative angle you're walking on/just ahead of you is. Just so we can, if we're not sure, know exactly what's going on.


Agree.

#239 Disapirro

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Posted 28 June 2013 - 06:09 AM

View PostWhite Bear 84, on 27 June 2013 - 09:07 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..

Posted Image


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.

Yes, but it is a smooth slope versus rocky/grassy/slippery ground.

#240 Skunk Wolf

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Posted 28 June 2013 - 06:09 AM

I hope that this will make people explore some of the more interesting places on the maps. It's a great step.

Great tool for controling flow.

If I was an asset creator and saw some of these heatmaps on a level I designed, I would lose my crap.

"WHISKEY TANGO FOXTROT! I SPENT TWENTY FREAKING HOURS ON THAT AREA AND NOBODY GOES THERE!"

Edited by Skunk Wolf, 28 June 2013 - 06:10 AM.






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