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Next Patch Implements End To Ridge Humping? Nerf To Assaults.


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#61 Tremendous Upside

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Posted 27 June 2013 - 09:43 PM

Good change for the game that's going to have a dramatic impact on some of the maps. Alpine? If you start in the "defended" base area, it's going to be near impossible for assaults to trudge up the hills to engage you... so it'll pretty much leave com tower and the road as your only real choices (unless you're OK with being a sitting duck walking at 40kph up to the bad guys). And com tower is going to be a serious up-hill grind as well since there's a pretty noticeable slope getting up there. Gonna be interesting to see how the game looks after this goes live.

#62 PanzerMagier

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Posted 27 June 2013 - 09:55 PM

It's PGI's way to give some love back to JJ.

#63 Kanatta Jing

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Posted 27 June 2013 - 10:07 PM

The PPC Stalker is going to have to walk a long way to get into a good position. The LRM Stalker will probably already be in a good position.

This is a really huge change.

#64 xenoglyph

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Posted 28 June 2013 - 03:20 AM

This is a good change that brings some tactical thinking back into play. After a week of bitching I'm happy to say that PGI has finally had a bright idea.

#65 Shadowsword8

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Posted 28 June 2013 - 04:39 AM

It will take some time to relearn the maps, but I think this is a positive change overall.


Boost to light mechs? Hardly. They'll suffer if they want to engage a heavy mech in a 25% slope.

#66 Enigmos

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Posted 28 June 2013 - 04:52 AM

It will boost lights and mediums in making them more useful as scouts and flankers.

#67 Nebuchadnezzar2

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Posted 28 June 2013 - 04:54 AM

Translates into:
Less snipers (future snipers will likely be lighter mech, maybe dragon 1C will be the best ridge humper available)
More lrms (arrrrrrghhh)
More lights and mediums
More jumpjets
Engagements at canyon will be something like battle of Dinju pass
And most importantly:
THERE WILL BE BRAWLS

HEEEEEEY what about running down the hill ?
The only thing i will hate is if the meta turns into lrms war

Edited by Nebuchadnezzar2, 28 June 2013 - 05:00 AM.


#68 Ghogiel

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Posted 28 June 2013 - 05:01 AM

Quote


Large: Quickdraw, Stalker, Awesome, Catapult
SlowdownAngle: 25°


LOL

Quickdraw is recognized as 'large' by PGI. Bigger than cataphracts and jagers. And less maneuverable even though it's faster and basically a skirmisher in it's intended role.

It's not like the chassis needs a nerf like that because it's so OP..

Edited by Ghogiel, 28 June 2013 - 05:09 AM.


#69 Adridos

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Posted 28 June 2013 - 05:05 AM

View PostZyllos, on 27 June 2013 - 12:29 PM, said:

I am sure someone can take the time to find the quote for it.


From ask the dev 39:

"Adridos: During an NGNG interview with your main map designer T. Jantzi, he mentioned that all maps he creates must work with our current movement abilities, but also once the restrictions on movement will be applied (like non-scalable hills). Since it's been a while and there never was an official response on the fact before or after the interview, when could we expect to see this implemented?
A: This feature is being worked on and will debut very soon (June/July)."

#70 Roland

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Posted 28 June 2013 - 05:24 AM

View PostGhogiel, on 28 June 2013 - 05:01 AM, said:


LOL

Quickdraw is recognized as 'large' by PGI. Bigger than cataphracts and jagers. And less maneuverable even though it's faster and basically a skirmisher in it's intended role.

It's not like the chassis needs a nerf like that because it's so OP..

Ya, I found this kind of weird too.

The main purpose of the Quickdraw is that it's a fast, lightly armored heavy chassis. I don't see why it would be less maneuverable than other heavies.

Of course, it has JJ's, so it can avoid this to some extent, but the choice seemed odd.

#71 Enigmos

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Posted 28 June 2013 - 05:28 AM

Center of gravity is higher than on cataphract, so the quickdraw will be less stable than the cataphract on an incline.

Edited by OriginalTibs, 28 June 2013 - 05:47 AM.


#72 Novakaine

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Posted 28 June 2013 - 05:40 AM

This sad and great at the same time.
I should not be able to take my beloved Missle Stalker to the highest point on a map and spew Lrm's.
Thanks PGI for adding some serious realism to the game.
Ye sly dogs what else ya got.

#73 Howdy Doody

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Posted 28 June 2013 - 05:45 AM

View PostBillyM, on 27 June 2013 - 12:06 PM, said:

Holycrap... JJ mechs just got a HUGE buff.

Canyon network only has like 5 ways to get above the canyon level for non-JJ mechs.
...same for the caldera and 3-line hills on caustic.

*throws HBK in the trash...*

New users are going to have a TERRIBLE time figuring out what you can and cannot traverse.

--billyM


Maybe not. When I first started the game my thinking was, "WTF! These huge mechs can run up mountains???

#74 Ghogiel

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Posted 28 June 2013 - 05:47 AM

View PostOriginalTibs, on 28 June 2013 - 05:28 AM, said:

Center of gravity is higher than on cataphract, so it will be less stable on an incline.

What about the awesome? It's center is probably lower than a centurions lol.

#75 Enigmos

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Posted 28 June 2013 - 05:50 AM

View PostGhogiel, on 28 June 2013 - 05:47 AM, said:

What about the awesome? It's center is probably lower than a centurions lol.


I dunno: might be. I'd have to compare their heights again to estimate. I doubt some things will be modeled: for example shouldn't the Yen Lo Wang be inherently unstable with an AC20 on the right arm and only armor on the left?

#76 Howdy Doody

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Posted 28 June 2013 - 05:53 AM

Time to hit the mechlab and refit my favorites to get more engine. With slower climbs and longer routes, slower Mechs are about to get REAL slow!

I. LOVE. THIS. CHANGE!

I really want more excuses to run Med/lights. I hope it's just as good live as on paper!

#77 Roland

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Posted 28 June 2013 - 05:57 AM

View PostOriginalTibs, on 28 June 2013 - 05:28 AM, said:

Center of gravity is higher than on cataphract, so the quickdraw will be less stable than the cataphract on an incline.

This doesn't even make sense.

A higher center of gravity makes you LESS stable, not moreso.

#78 Ghogiel

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Posted 28 June 2013 - 05:59 AM

View PostOriginalTibs, on 28 June 2013 - 05:50 AM, said:


I dunno: might be. I'd have to compare their heights again to estimate. I doubt some things will be modeled: for example shouldn't the Yen Lo Wang be inherently unstable with an AC20 on the right arm and only armor on the left?



I'm the one thinking gameplay elements should superceed real world physics messing with my giant robots. So....


View PostRoland, on 28 June 2013 - 05:57 AM, said:

This doesn't even make sense.

A higher center of gravity makes you LESS stable, not moreso.


That's what he meant. The quickdraw is more unstable because it has a higher center....

Edited by Ghogiel, 28 June 2013 - 06:00 AM.


#79 Howdy Doody

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Posted 28 June 2013 - 06:04 AM

I'm not sure if this value won't be used in balance issues later anyway.

I'm not a TT guy so I don't know if these numbers are from TT or just something PIG created.

#80 JSmith7784

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Posted 28 June 2013 - 06:19 AM

I like this idea. An assault shouldn't be able to run up a hill at 40 to 50 kph. PGI is slowly pulling this game together. It's still in beta, things change, get tested and then change again. People just get upset when the game they know how to play (or how to exploit) changes and now their game style must change too. It happened with SRM boats, LRM boats, PPC boats, LL boats, JJ'S pop tarts, ect... Everyone who plays with a more traditional (varied) load out never seems to complain much about these changes. Hmmm... Maybe that's cause their gameplay experience isn't reliant on 1 weapon system and constant alpha strikes. Thus when that one system gets changed their whole experience changes too.

Keep up the good work PGI staff.





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