New Battlemech Movement Behaviour - Feedback
#361
Posted 02 July 2013 - 10:36 PM
#362
Posted 02 July 2013 - 11:36 PM
#363
Posted 02 July 2013 - 11:47 PM
Also Stalkers, which weren't exactly ballet dances before, are now near useless 'cause every tinyest rock on flat land will stop them immediatelly.
#364
Posted 03 July 2013 - 12:59 AM
It makes every map more tactical as limiting movement "channels" maneuvers along definite lines, which in turn limits lines of fire.
#365
Posted 03 July 2013 - 04:04 AM
#366
Posted 03 July 2013 - 04:14 AM
Now for feedback. The slowing as you run over rocks thing can be annoying but I like it. It adds a dynamic that should be there. Big robots should not be able to run over really rough rocky places without slowing down.
My only real gripe is when jump jetting up a hill you can get stuck really easy. If your not moving forward when you jump you just jump straight up into the air and fall back where you were. If your at full throttle froward/backward and jump your mech should move just a bit in that direction to avoid being hill stuck. Think of it like jumping forward without getting a running start.
Great patch all in all. Thank you!
#367
Posted 03 July 2013 - 04:25 AM
#368
Posted 03 July 2013 - 04:26 AM
Steel Claws, on 02 July 2013 - 10:32 PM, said:
I like it, so there goes your whole argument.
#369
Posted 03 July 2013 - 04:30 AM
#370
Posted 03 July 2013 - 05:19 AM
#371
Posted 03 July 2013 - 05:35 AM
I agree with others saying the rules on what slows down and when and by how much seem... odd. Just make it a function of tonnage and engine rating. Weight class and such should not matter. Just tonnage and engine rating.
#372
Posted 03 July 2013 - 05:37 AM
1) Entire map regions are basically cutoff now, unless you have jump jets. This just encourages less creative play.
2) Ridge humping is back, but made far worse by mechs regularly being stuck near the top of a hill, unable to move forward, and thus being blasted to pieces before being able to reverse and try again.
3) Tourmaline is a disaster thanks to all the crystals everywhere and often at crazy angles. It is far to easy to get stuck on them, particularly if you slide off a higher point and end up in a spot where you can't find an effective way out.
4) Rocks may as well now be infinitely tall pillars. This makes about as much sense as a person being unable to cross a phone book since the book has an over 45-degree slope on all sides. Oh, and most maps have a lot of rocks.
5) Too much time is now wasted worrying about the terrain. I get it - I shouldn't be able to scale near vertical walls, but I also shouldn't have to keep a constant eye out for rocks that will stop me, slopes that might be a bit too steep, etc. just to avoid coming to a crashing halt in the middle of a fight.
So, yeah... good idea, bad implementation. The max slope needs to be steeper, the speed should never go to zero, and something needs to be done about little rocks and crystals that now stop mechs cold or slow them to a crawl.
Edited by oldradagast, 03 July 2013 - 05:40 AM.
#373
Posted 03 July 2013 - 05:45 AM
#374
Posted 03 July 2013 - 06:20 AM
If caught on a slope, or even a small rock, Jumpjets afford no forward momentum on their own. Lifting off after becoming stuck only gives a moment of vertical lift without moving the mech from the impassible location.
In order to maneuver while in combat while in close proximity to slopes the mech must stand in place and pivot only. An Atlas on a slope is little better than a stationary turret.
Some engines that seemed adequately robust pre-patch now seem quite underpowered.
Edited by OriginalTibs, 03 July 2013 - 06:21 AM.
#375
Posted 03 July 2013 - 06:32 AM
It definitely adds another layer of strategy to the game, and will take adaptation, but this is a good mechanic that only needs some minor tweaks. I believe Canyon Network *MIGHT* need some slight reworking on SOME slopes, as it seems there are a couple of corridors that are a little too boxed, effectively making them deathtraps for non-JJ mechs. (Or maybe that is the intent).
It definitely gives you an adrenaline rush in a fast (non-JJ) mech when you are suddenly slowed and less maneuverable and you just know you are under an enemy's reticle.
#376
Posted 03 July 2013 - 06:33 AM
I had a fun game yesterday of conquest in the canyons where both teams funneled straight to a capture point and pushed over it for a good long while. A clear line of contention was drawn and the canyon walls gave me an excellent opportunity to poke at their flanks and run away.
how much fun the non JJ mechs on the ground were having I cannot say.
#377
Posted 03 July 2013 - 06:56 AM
((45-slope angle)/45) = adjusted speed
45 degrees =((45-45)/45)=0% of dialed speed
35 degrees = ((45-35)/45)=22%
25 degrees = ((45-25)/45)=44%
15 degrees = 66%
Even small slopes should have an effect, they would just be less noticeable as they should. (Get on a treadmill and walk at 0 degrees for 5 minutes, then try 10 degree slope for 5 minutes. You'll feel the difference.)
Other things that I think should be included as they would determine the momentum that you are carrying with you.
mech mass
gravity
dialed speed
engine rating compared to max rating
So an Awesome on Forrest Colony with a 300 would get stuck faster than a Catapult with the same 300 or an Awesome with a 400.
my initial observations last night on Alpine were that some of the snow covered slopes were not climbable either in spite of what Garth said.
#378
Posted 03 July 2013 - 07:50 AM
I agree that a sweep needs to be made on all the maps eliminating the "rock pillars" that are randomly everywhere.
Also I am not sure if it has made alpine better or worse... I have had matches that point in both directions haha.
#379
Posted 03 July 2013 - 07:51 AM
#380
Posted 03 July 2013 - 08:07 AM
As I said before, it makes about as much sense as a person being stopped by a phonebook or being unable to climb stairs since both intersect the ground at an angle over 45-degrees.
Significant changes are needed:
1) The speed drop is faster than it should be (it's rather unrealistic now) and mechs should not go to 0 speed. If you want to climb Alpine at 1 kph, fine, but at least let folks get out of stuck spots vs. being locked at 0 kph.
2) While jumpjets are a good way over terrain, the interaction between their lack of forward momentum and steep angles can easily lead to jumping mechs being stuck in locations, which also feels unrealistic and is frustrating.
3) Small rocks and crystals should only slow you a bit, even if they intersect the ground at 90-degrees.
Just my thoughts.
Edited by oldradagast, 03 July 2013 - 08:09 AM.
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