

New Battlemech Movement Behaviour - Feedback
#221
Posted 28 June 2013 - 02:03 AM
Every mech has its pros and cons.
#222
Posted 28 June 2013 - 02:32 AM
#223
Posted 28 June 2013 - 02:36 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.
#224
Posted 28 June 2013 - 02:52 AM
Thanks, PGI!
#225
Posted 28 June 2013 - 02:54 AM
#226
Posted 28 June 2013 - 02:58 AM
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
Posted 28 June 2013 - 02:58 AM
Assiah, on 27 June 2013 - 11:13 AM, said:
Please reconsider moving the Quickdraw to the medium grades and the stalker up to the huge.
This.
#228
Posted 28 June 2013 - 03:05 AM
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
Posted 28 June 2013 - 03:17 AM
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
Posted 28 June 2013 - 04:07 AM
Edited by OriginalTibs, 28 June 2013 - 04:09 AM.
#231
Posted 28 June 2013 - 04:14 AM
(ie the right side graphs of this shot)

Edited by Ralgas, 28 June 2013 - 04:15 AM.
#232
Posted 28 June 2013 - 04:15 AM
Butane9000, on 28 June 2013 - 03:17 AM, said:
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
Posted 28 June 2013 - 04:21 AM
Edited by SgtMagor, 28 June 2013 - 04:27 AM.
#234
Posted 28 June 2013 - 04:33 AM
DeathofSelf, on 27 June 2013 - 11:46 AM, said:
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
Posted 28 June 2013 - 05:08 AM
#236
Posted 28 June 2013 - 05:39 AM
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
Posted 28 June 2013 - 05:39 AM
Why do you need an overcomplicated bipedal fighting machine if it can't climb a slope. ?
#238
Posted 28 June 2013 - 05:44 AM
Levesque, on 28 June 2013 - 02:54 AM, said:
Agree.
#239
Posted 28 June 2013 - 06:09 AM
White 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..

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
Posted 28 June 2013 - 06:09 AM
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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