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Chavette's Patch Feedback 1.2.229 - Updated.


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#1 Chavette

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Posted 03 July 2013 - 10:54 PM

Important:
  • Movement penalties in general encourage stationary, turret style game play, of which we have too many already.
  • The yellow lighting about the overheat is barely noticeable zoomed out, and not noticeable at all while zoomed in. You will never get the info properly in the heat of battle.
  • The two types of overheat penalties overlap, and take a bunch of rules to memorize, not user friendly, should be merged into one.
  • Please put a framerate cap in the front end, we don't need 60fps for mechlab and its LOUD in summer when you have a single fan gpu, the inconvenience of the constant noise makes me want to play even less.
  • JJ overall usefulness has been reduced as you can no longer run into something and hit space to get over something. It probably should of been this way from the start, but it doesn't change the fact its agility just got reduced without compensation.
  • Terrain hit boxes still need work, ALOT OF WORK.
Less Important:
  • You can make the mech jump around in the lab, if you close the editing window fast after turning him around, its a funny bug, probably not worth messing with 2.0 coming.

Edited by Chavette, 03 July 2013 - 11:25 PM.


#2 Wintersdark

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Posted 04 July 2013 - 01:39 AM

View PostChavette, on 03 July 2013 - 10:54 PM, said:

  • The yellow lighting about the overheat is barely noticeable zoomed out, and not noticeable at all while zoomed in. You will never get the info properly in the heat of battle.
  • The two types of overheat penalties overlap, and take a bunch of rules to memorize, not user friendly, should be merged into one.
This.

Quote

  • Please put a framerate cap in the front end, we don't need 60fps for mechlab and its LOUD in summer when you have a single fan gpu, the inconvenience of the constant noise makes me want to play even less.
And, dear god, this. The framerate isn't the problem - even at 60fps, it's not like displaying the mechlab requires substantial rendering power. Why does it insist on capping out my overclocked 7850's? I get out of a battle, and the mechlab makes my GPU's hotter than the battle did.

Given it's 35C in here these days, my poor GPU's fan is *screaming* just displaying that silly static page.

Quote

  • JJ overall usefulness has been reduced as you can no longer run into something and hit space to get over something. It probably should of been this way from the start, but it doesn't change the fact its agility just got reduced without compensation.
And this is quite important. Either give jump jets some forward momentum (ideally), or stop having terrain reduce your speed to zero while jumping. It's quite frustrating to be jumping up a cliff, but fire your jets just a bit too late so you end up hitting just near the lip of the ridge then jetting straight up... then falling down to the edge of the cliff again, where you get stuck.

The former, I'd prefer, so at least jump capable mechs would have a way to get out of spots they get stuck in. There's TONS of little places you can land while jumping then get stuck permanently in as you can only jump directly upwards after.

Quote

  • Terrain hit boxes still need work, ALOT OF WORK.
+1

Quote

Less Important:
  • You can make the mech jump around in the lab, if you close the editing window fast after turning him around, its a funny bug, probably not worth messing with 2.0 coming.
Neat!


Overall, this man speaks wisdom. That is all.

#3 NRP

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Posted 04 July 2013 - 07:22 AM

I agree about the JJ forward momentum thing. If you're pushing one of the WASD keys while JJing, your jets should vector the mech in that direction a bit. The way it is now, you just get stopped in your tracks by the slightest piece if rubble and usually get stuck at either the top of the cliff edge or the bottom. When combined with the climbing mechanic penalty, it feels like a double nerf.

#4 Chavette

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Posted 04 July 2013 - 07:30 AM

View PostNRP, on 04 July 2013 - 07:22 AM, said:

I agree about the JJ forward momentum thing. If you're pushing one of the WASD keys while JJing, your jets should vector the mech in that direction a bit. The way it is now, you just get stopped in your tracks by the slightest piece if rubble and usually get stuck at either the top of the cliff edge or the bottom. When combined with the climbing mechanic penalty, it feels like a double nerf.

Controlling it forward makes sense because you can turn with it already. If the JJs were complete dumbfires and could only be used to raise you while keeping walking direction/momentum, turning wouldn't work either.

#5 Niyata Raastad

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Posted 05 July 2013 - 09:52 AM

Yeah,

I'd like to see a little push in the direction you are trying to go when you jump as well. Seems a little weird the way it is now. Perhaps it could be eclipsed and ignored if you have momentum already, but if you're motionless you can use it to get up on things rather than just going straight up and down again.

#6 keith

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Posted 05 July 2013 - 01:54 PM

u know u can pysdo control the fps for mechlab. if u have it in window mode then click out of it, it goes down to 30ish. but yes this game can heat up your room nice:D

#7 CarpetShark

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Posted 05 July 2013 - 11:56 PM

I'm getting a strange video 'stutter' when I rotate mechs in the mechlab, too. It doesn't happen anywhere else, and the only thing on my computer that's changed is the patch itself.

#8 FREDtheDEAD

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Posted 06 July 2013 - 02:46 AM

The fact that light mechs now get caught on scenery all the time is balanced by dubious hit detection making them occasionally invulnerable. See, it's all fair in the end...

#9 Chavette

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Posted 06 July 2013 - 07:00 AM

View PostXajorkith, on 06 July 2013 - 02:46 AM, said:

The fact that light mechs now get caught on scenery all the time is balanced by dubious hit detection making them occasionally invulnerable. See, it's all fair in the end...

They love doing this, breaking everything is balance.

#10 keith

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Posted 06 July 2013 - 05:03 PM

everything is working as intended:P





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