Edited by Monky, 27 June 2013 - 12:23 PM.
New Battlemech Movement Behaviour - Feedback
#81
Posted 27 June 2013 - 12:20 PM
#83
Posted 27 June 2013 - 12:21 PM
Bryan Ekman, on 31 May 2013 - 11:06 AM, said:
Prosperity Park: Are there any longer-term plans to add a Deep Water penalty to the movement speed of Mechs traveling through significantly-deep water?
A: We’re adding some new movement code that will make mechs behave more realistically when traversing rolling terrain. Once in, we can examine adding water friction if we feel it will add a benefit to gameplay.
Yeah, baby, yeah! This does make me randy.
Well, the water thing not so much, but the foreknowledge of this movement change made me excited, and now my excitement is fruiting! It's fruiting hardcore.
Edited by Prosperity Park, 27 June 2013 - 12:24 PM.
#84
Posted 27 June 2013 - 12:28 PM
Question: will running into another mech count as hitting a vertical wall, thus slowing us?
#85
Posted 27 June 2013 - 12:29 PM
Awesome work should add much more variety to Alpline and Caustic
#86
Posted 27 June 2013 - 12:29 PM
FrDrake, on 27 June 2013 - 11:01 AM, said:
I gotcha, you're looking for the old "don't get in front of the 18 wheeler when he goes down the hill" acceleration. Yea, I'd support that too !
Actually I very much doubt a mech can shift into neutral and coast like that, nor does it have wheels that just free roll. It should work like it does now, either slip or move at the set speed. This adds slip on the incline rather than just the decline.
Edited by Jetfire, 27 June 2013 - 12:30 PM.
#87
Posted 27 June 2013 - 12:30 PM
#88
Posted 27 June 2013 - 12:30 PM
#89
Posted 27 June 2013 - 12:30 PM
Kevin Meek, on 27 June 2013 - 12:22 PM, said:
In addition to the movement for slopes, those archetypes are also consolidating the Mech vs world collision capsules.
Before this system, each 'Mech would have its own pill-shaped collision proxy fitted for its rough shape, making a ton of different 'Mechs get stuck in slightly different locations. Now, with 5 capsules, we can design levels for specific collision capsule sizes, and find/fix stuck bugs much easier.
For that reason, the 'Mech archetypes looked at grouping relative size (height, length, and width) as its main consideration. Because of the extra big shoulders of the missile boxes, and the very long nose, the catapult would need to be in a larger capsule category than the heavier Cataphract. I don't think that you'll find the movement abilities between two neighboring archetypes so substantial that it would be effectively nerfing or giving substantial advantages to any 'Mech that seems out of order due to its assumed weight but smaller frame. Especially with engine speed and momentum of lighter 'Mechs still being factored in (read: a slow moving Cataphract in a smaller movement archetype is going to probably still have a harder longer time than a faster moving Catapult at climbing any substantial hill).
That being said, it's easy enough to switch some 'Mechs into a different archetype or to tune the climb angles for any archetype if needed. I don't forsee any issues with the current grouping but you don't have to worry that things are 100% set in stone as far as grouping or angles are concerned.
Triple clarification: Collision capsules for 'Mechs here are just referring to 'Mech vs. world collision, each 'Mech still has its own unique collision proxys for 'Mech vs. weapon.
edit: fixing super f'd up formatting from c/p'ing.
Edited by Hobo Dan, 27 June 2013 - 12:31 PM.
#90
Posted 27 June 2013 - 12:32 PM
will be interesting, i have doubts about that 45° limit but we'll see how it works.
Oh, and new Ideas for your endgame content:
crawler module - extended spikes on you mech feet allow you to climb 5 degrees steeper angle than usual
offroad module - these larger foot profiles let your mech pass hills with 10 percent more speed
Edited by 627, 27 June 2013 - 12:33 PM.
#91
Posted 27 June 2013 - 12:32 PM
DeathofSelf, on 27 June 2013 - 12:16 PM, said:
Wait, you're saying the game was created around science fiction? That's crazy talk, I thought this was real life
HAHA of course in today's world the entire GYRO that's huge can probably be replaced by something smaller than my desktop computer, hell probably smaller than my galaxy nexus.
#92
Posted 27 June 2013 - 12:35 PM
MeatForBrains, on 27 June 2013 - 12:32 PM, said:
HAHA of course in today's world the entire GYRO that's huge can probably be replaced by something smaller than my desktop computer, hell probably smaller than my galaxy nexus.
uhh. lostech.
by the way, you know a wiimote plus? there's your gyro, we use that to stabilize rc-quadrocopters
#93
Posted 27 June 2013 - 12:35 PM
but THUMBS UP I LOVE IT
and with 12 vs 12 it will be great
Edited by Toolan, 27 June 2013 - 12:43 PM.
#94
Posted 27 June 2013 - 12:36 PM
#95
Posted 27 June 2013 - 12:41 PM
Colonel Pada Vinson, on 27 June 2013 - 12:36 PM, said:
slow mediums should still be able to climb better than Assaults & taller Heavies
#97
Posted 27 June 2013 - 12:43 PM
Also, how does this affect the game timer now that at least 50% more time has to be spent walking around the map. is 15 mins per map enough?
Will have to wait and see I guess, hopefully it turns out alright.
#98
Posted 27 June 2013 - 12:49 PM
Would be very interested in how you came up with the groupings...
Quickdraw, Stalker, Victor, Highlander seems out of place (or would like to know how they were grouped)?
Is it because of legs? Chicken legs drop you a category? if so what do hands give you? Having them should be benefit for something?
If legs are a factor why is Commando/Spider in the Tiny category? Again not seeing logic here? So some explanation of how/why groupings were chosen.
#99
Posted 27 June 2013 - 12:50 PM
Time to go relearn some maps (I'm looking at you Canyon map...)
Edit: looking at the Canyon "heat map" for this update and WOW does this change the way the matches are going to be played on that map.
Edited by Vasces Diablo, 27 June 2013 - 01:06 PM.
#100
Posted 27 June 2013 - 12:50 PM
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