Do you thing this is PGI's way of penalizing PPC boats? They must stand way out in the open and follow predictable pathways?
It sounds like they are nerfing heavies and assaults in general. Probably a good idea.
http://mwomercs.com/...14#entry2495114
and also
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.
Ask the Devs #39
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.
Edited by MeatForBrains, 27 June 2013 - 12:51 PM.