New Battlemech Movement Behaviour - Feedback
#441
Posted 08 July 2013 - 03:37 AM
#442
Posted 08 July 2013 - 06:12 AM
Is there a minimum height in which the new rules take effect? I understand a 45 degree angle is too steep for many mechs, but not when it's only a meter or so high.... My mech should be able to step up or over it.
And while I am on the subject, can you please remove the statues in front of Citadel on River City? Or at least reduce their clipping. They are ok if they will be destructable terrain in the future but for now make them like trees. Thanks.
#443
Posted 08 July 2013 - 04:14 PM
'Mechs would still be able to walk up anything between 45-60 degrees but at a speed reduced to ~10kph (1 MP for those familiar with tabletop rules).
#444
Posted 08 July 2013 - 07:44 PM
#445
Posted 08 July 2013 - 07:55 PM
#446
Posted 08 July 2013 - 07:59 PM
#447
Posted 08 July 2013 - 10:01 PM
EchoMike, on 08 July 2013 - 03:37 AM, said:
Most Mechs have hands and could climb 80º slopes in the BT novels or even TT.
PGI seems to forget that a human can walk up a 45° slope so a Mech should be able to also via gyro stabilization... there's no reason for this kind of limit... If you don't believe me vist San Franciso or Seattle some time.
The fact that pebels (literally) will stop a 100ton Mech should have been address before release of a movement changer. Don't mind the slowing down bit, but it should not stop a Mech from moving or prevent it utilizing the terrain.
Edited by Alik Kerensky, 08 July 2013 - 10:02 PM.
#448
Posted 09 July 2013 - 12:49 AM
But JJ really need to have some forward thrust so they can be used to climb slopes.
#449
Posted 09 July 2013 - 02:51 AM
1) Lower the treshold value for slowdown. Many relatively steep hills (like the initial climb to the caldera on Caustic) don't affect 'mech speed at all even though they probably should.
2) Increase inertia so that the slowdown starts slower. This way small pebbles are less of an issue and the movement is less jerky around steep hills.
3) In addition to going uphill slowing 'mechs down, a suitably mild downhill should give them some extra speed.
4) A Jenner should not be able to run 150kph almost completely submerged in water.
With these changes the movement should become a bit more fluid and logical. The slowdown in water might require some changes to the most watery maps, but it's a good thing there are so few of them at the moment, so now would be a good time.
Edited by AndyHill, 09 July 2013 - 02:52 AM.
#450
Posted 09 July 2013 - 04:15 AM
#451
Posted 09 July 2013 - 05:11 AM
I also love the fact that now when I make my builds, engine speed is now more important than ever. I am constantly dropping a little firepower for more speed and that is a great thing IMO.
I also love the fact that I have to look at my environment to try and find more efficient ways to travel/flank. Before I would just point the mech to where I was wanting to go. Now I try and think a little bit ahead.
Love the change and love the game more than ever because of it.
#452
Posted 09 July 2013 - 07:28 AM
Hyperlynx, on 09 July 2013 - 04:15 AM, said:
I feel it's quite the opposit, Canyon and Alpine have become a really fun and tactical challenge for my brawling Atlas. Still minor issues to be tweaked, but on a whole a major leap forward.
#453
Posted 09 July 2013 - 10:04 AM
Mech's not being able to walk up the mountain in Alpine? sure. No sheer cliffs in cannon? cool. Some of the steepest slopes in Caustic, fair enough.....But that is where it needs to stop. The fact we have movement restrictions on angles that only come up to our knees? SILLY. The fact that we can get caught up in the pipes on Caustic and nearly unable to free ourselves? BAD.
Running a generalized pathing sweep over maps and then sending them live is bad design, bad development, and just shows low respect for the player base. You can say 'this is beta' but we are all not so easily fooled, you are running a soft launch and this game is live as you are taking our money to play it, so claiming this game isn't live is a disservice to yourself.
Please QA your product more effectively, especially for such game breaking content.
I will be taking a break from MWO because I find many maps nearly unplayable in the current game environment. Basically if you don't have Jump Jets you might as well pull most of your engine because you aren't going to be getting anywhere quickly anyway, if you are a Heavy/Assault class mech in particular.
Also seriously think about working a redesign on Canyon now that we are stuck so completely in the canyons, adding a few more places to climb out would not negatively impact the matches and add more tactical options.
#454
Posted 09 July 2013 - 07:21 PM
Edited by Trev Firestorm, 09 July 2013 - 07:22 PM.
#455
Posted 10 July 2013 - 09:34 PM
1- Assaults are now less maneuverable and more slugish (YEAH !). This should disencourage pilots bringing assaults to the game, wich would only benefit the meta.
2 - We can't lick walls anymore. It means that when we walk against a wall our movement slows down.
3 - It gives meaning to those hills. Now map's hills feel more real and we can really see their purpose and how they affect the game.
4 - And probably the most important feature... An introduction to knockdowns !
BUT
1 - We are getting stuck in tiny rocks. This only disencourages brawling (and therefore the use of medium 'mechs).
2 - Maybe the stop angle for lights and mediums shouldn't be 45 ... I think that would be a huge boost to mediums attractiveness and viability.
3 - 'Mechs stops too fast. I think that the slowdown speed should be equal to a non-elited Atlas/Awesome.
Anyways... this is as positive as BAP countering ECM.
#456
Posted 11 July 2013 - 06:58 AM
#457
Posted 11 July 2013 - 07:22 AM
#458
Posted 12 July 2013 - 02:58 AM
Gevurah, on 11 July 2013 - 07:22 AM, said:
We all would.
But I think combined with the recent heat announcements they don't even care the tiniest bit. It's their way or the highway, and their way takes a big shortcut through stupid right now.
Edited by Victor Morson, 12 July 2013 - 02:58 AM.
#459
Posted 12 July 2013 - 08:51 AM
My 75 foot tall mech with 40 foot tall legs that raise up at least 15 feet to take a step...
now cannot step over a park bench or 1 foot tall rock.
Hell it can't even step up the actual RAMP inclines in the canyons map to step onto the train tracks.
EPIC FAIL.
#460
Posted 12 July 2013 - 02:08 PM
Hope they get another pass.
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