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New Battlemech Movement Behaviour - Feedback


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#501 Enzane

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Posted 28 August 2013 - 06:26 PM

Not sure if anyone posted this idea (there's a lot of pages to read through to find out.)

But if we go slower uphill, could we not go a little bit faster downhill?

#502 CrashieJ

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Posted 28 August 2013 - 06:31 PM

holy {Scrap} something smart came out of PGI,

Keep it up.

#503 ShadowSpirit

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Posted 29 August 2013 - 09:32 AM

Quote

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


Nice change for additional jump jet utility value

... with that said ..

I don't know why there is such disparity at the lower mech weights but more homogeneity with heavier mechs. I understand the disparity based on frame but I'd go more along the lines of .. does the mech have (wait for it .. highly technical term) ... chicken legs.

Catapult should be a decent climber.
Cataphract should be terrible. I'm not even sure why it made it into the "medium" group.

Excellent - chicken legs
Good - all lights and some mediums
Neutral - all mediums
Bad - most heavy and all assaults

.... we need more reasons in this game to bring light and medium mechs to the battlefield.

Thanks.

Dave <HoS>

Edited by ShadowSpirit, 29 August 2013 - 09:34 AM.


#504 focuspark

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Posted 31 August 2013 - 08:46 PM

View PostEnzane, on 28 August 2013 - 06:26 PM, said:

Not sure if anyone posted this idea (there's a lot of pages to read through to find out.)

But if we go slower uphill, could we not go a little bit faster downhill?

Believe the third post of the first page requests this feature... just say'n.

+1 support

#505 Pyropete

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Posted 07 September 2013 - 11:06 PM

View PostChronojam, on 26 August 2013 - 10:21 AM, said:

It's so the jumpsnipers can hit you more easily, especially now that they can see you from behind mountains and buildings.


yabba dabba... That's what I had figured.

#506 Satan n stuff

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Posted 08 September 2013 - 02:57 AM

I think the movement changes are generally an improvement as it gives heavier mechs some significant disadvantages and it makes it much harder to navigate around obstacles without accidentally stopping your mech. This means heavier mechs are now less likely to go over rough terrain and lighter mechs are now vulnerable if they fail to properly navigate around obstacles.
However what I don't like is that mechs ( especially assaults ) can be stopped dead in their tracks by a slight bump in the road, in my opinion mechs should not lose speed as fast as they do now unless they actually hit a wall.
There's also an easy way to abuse the system to walk up slopes you shouldn't be able to, by approaching them at an angle. As far as I can tell the new movement system uses the terrain angle in the direction you're moving to determine the speed reduction, it should be using the steepest angle of the terrain so it won't matter what angle you try to scale a hill. It is currently still possible to scale any slope where it was possible before the change.

#507 DirePhoenix

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Posted 08 September 2013 - 09:31 AM

View Post***** n stuff, on 08 September 2013 - 02:57 AM, said:

I think the movement changes are generally an improvement as it gives heavier mechs some significant disadvantages and it makes it much harder to navigate around obstacles without accidentally stopping your mech. This means heavier mechs are now less likely to go over rough terrain and lighter mechs are now vulnerable if they fail to properly navigate around obstacles.

However what I don't like is that mechs ( especially assaults ) can be stopped dead in their tracks by a slight bump in the road, in my opinion mechs should not lose speed as fast as they do now unless they actually hit a wall.

There's also an easy way to abuse the system to walk up slopes you shouldn't be able to, by approaching them at an angle. As far as I can tell the new movement system uses the terrain angle in the direction you're moving to determine the speed reduction, it should be using the steepest angle of the terrain so it won't matter what angle you try to scale a hill. It is currently still possible to scale any slope where it was possible before the change.

The stopping due to change in slope of pebbles is not intended and PGI is making passes to clear those up.

As for walking up slopes at an angle, that can hardly be considered an 'abuse'. It makes perfect sense, and there's a reason they make 'switchback' roads for going up mountains instead of just making the road go straight up it.

Posted Image

#508 Leafia Barrett

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Posted 08 September 2013 - 10:07 AM

So, uh, is there ever going to be a fix to coming to a dead stop a couple of inches from the lip of a slope?

#509 ShadowSpirit

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Posted 09 September 2013 - 09:40 AM

Huge problems with having to turn your feet when landing near a ledge. Also, jumping needs *some* forward momentum. We have to turn the mechs hips to get moving and then jump which shouldn't be necessary.

#510 Xyuni

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Posted 10 September 2013 - 11:19 PM

This is just one hurdle away, i remember back in MW4, each planet have different Gravity value.

Planets with HIGH Gravity = Slower speed
Planets with LOWER Gravity = Higher speed

In near zero Gravity instances, it might even be dangerous to use jump jets!

#511 MavRCK

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Posted 18 September 2013 - 04:15 AM

I think the angles for all the mechs need to be adjusted by 10 degrees across the board before slow down. It will help dramatically the smoothness and feel of the game but still at the extreme angles slow and stop mechs.

#512 Satan n stuff

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Posted 23 September 2013 - 01:47 AM

View PostDirePhoenix, on 08 September 2013 - 09:31 AM, said:

The stopping due to change in slope of pebbles is not intended and PGI is making passes to clear those up.

As for walking up slopes at an angle, that can hardly be considered an 'abuse'. It makes perfect sense, and there's a reason they make 'switchback' roads for going up mountains instead of just making the road go straight up it.

What you're missing is that switchback roads need to be cut out of the landscape because climbing a mountain like that without changing the angle of the terrain just isn't going to work. When you're driving on one of those roads you'll notice that they are all more or less level left to right, relative to you. Driving like that on the original slope would have been the same as trying to drive on the side of a wall. If a slope is too steep to climb then it is too steep, regardless of how you approach it. Going straight up it would cause you to stop dead in your tracks and slide down if you even managed to climb it a bit, while going up at an angle would at best cause you to slide back down, at worst you'd flip over.

#513 Chronojam

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Posted 23 September 2013 - 04:22 PM

You ever notice how wagons can't go up ladders but people can? I'm not sure if comparing a bipedal mech to a car, when it comes to maneuvering, is a valid approach.

#514 Satan n stuff

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Posted 25 September 2013 - 05:19 AM

View PostChronojam, on 23 September 2013 - 04:22 PM, said:

You ever notice how wagons can't go up ladders but people can? I'm not sure if comparing a bipedal mech to a car, when it comes to maneuvering, is a valid approach.

Firstly, the idea of a battlemech climbing a ladder is patently ridiculous, in real life and in canon. Now for some physics:
Try this, walk up a wall, then walk up the same at an angle. Did it work? If so, congratulations, you're Spiderman, in the more likely case that it didn't work, that's basically what you're doing in this game, only in this game it somehow does work.
Explanation:
As the angle of the surface you're walking on increases your traction reduces because gravity isn't pulling you towards the surface, it's pulling you down. At a certain angle you won't have enough traction to counteract the force of gravity pulling you down, the result being that you can't go up. This is completely independent of what angle you try to scale a surface at, the only thing that matters is the angle of the surface itself.
You can of course jump, take a running start and/or climb but mechs can't climb and only those with jump jets can jump.

#515 Chronojam

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Posted 25 September 2013 - 10:23 AM

Why is the idea of a battlemech clambering up a slope or even outright climbing patently ridiculous? Battlemechs are known in canon to be able to hoist themselves up using their arms, pick up cargo or improvised weapons, etc. In tabletop it's not unusual for a mech to climb up onto flat-faced office buildings.

#516 Protection

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Posted 25 September 2013 - 06:58 PM

Might want to fix teleportation someday.


Edited by Protection, 25 September 2013 - 06:58 PM.


#517 Satan n stuff

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Posted 26 September 2013 - 06:02 AM

View PostChronojam, on 25 September 2013 - 10:23 AM, said:

Why is the idea of a battlemech clambering up a slope or even outright climbing patently ridiculous? Battlemechs are known in canon to be able to hoist themselves up using their arms, pick up cargo or improvised weapons, etc. In tabletop it's not unusual for a mech to climb up onto flat-faced office buildings.

An office building assuming it can support the weight of a mech at all would have easily identifiable parts of the structure to hold onto, so it's somewhat plausible that a trained mechwarrior could climb it though still completely ridiculous. A rock wall on the other hand should be impossible to climb unless the person trying it happened to be a mining/demolition expert, a fantastic rock climber and a prodigy mechwarrior. At any rate we are clearly not climbing in this game, we are walking and we likely will be for the foreseeable future.
If a slope isn't supposed to be walkable, it shouldn't be walkable no matter how you go about it.

#518 VXJaeger

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Posted 26 September 2013 - 11:37 PM

Whole mech movement behaviour is wrongfully adjusted.
Although I don't understand why 'bout this, or any feature, is asked for feedback 'cause nobody gives a **** 'bout it.

#519 Vercinaigh

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Posted 27 September 2013 - 01:50 AM

The movement currently simply doesn't feel natural at all, and way too jerky by nature, I like the concept and even sorta like the results. But the implementation is awful at best. Further that these maps where NEVER made with this in mind, that much is clear with how often you randomly tank speed or clearly intended to be used paths are simply not accessible, with anything.

#520 Cest7

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Posted 28 September 2013 - 07:27 AM

Make water slow down mechs too please :D





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