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Gameplay - Movement Archetypes


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#161 Lord of All

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Posted 03 July 2013 - 03:41 PM

http://mwomercs.com/...__fromsearch__1

#162 BR0WN_H0RN3T

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Posted 03 July 2013 - 03:42 PM

Having tried it out I think it's a step in the right direction but needs to be improved by making impassable terrain easier to identify. Otherwise u will make this game less accessible to new players (pun not intended). Secondly, mechs shouldn't come to a standstill when hitting anything at 45º. Slowdown should be based on momentum I.e. mass x velocity

#163 Myarse

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Posted 03 July 2013 - 03:52 PM

How does my Ciceda go from 147 kmh to stop on a hill so small that my grandmum could jump over it on a skateboard at running pace make sense? Ahh, no momentum, yes they added physics.

#164 Jeff Spicoli

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Posted 03 July 2013 - 03:53 PM

This whole patch was really disappointing. My Atlas was brought to a standstill by rocks that my 6 year old son could have stepped over, and there were times on Alpine and Caustic when my mech couldn't climb a single slope without me having to zig zag up the slope at a ridiculously slow pace. If you want some reduction in speed due to going up an incline, then something reasonable, but what we have now is a joke.

#165 bundy

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Posted 03 July 2013 - 04:24 PM

Idea had merits but the execution is garbage, getting stopped dead by a pot hole in an assault mech makes me think that this new feature didnt make it too Q and A for a real test ? The balance if nearly every map has changed and just too be clear this isnt going to count as new content

#166 Fomorian

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Posted 03 July 2013 - 04:42 PM

I've died ten times tonight by getting stopped on small rocks on all maps. The idea has merit but having any slant cause the mech to grind to a halt is just horrible execution. And the tin can sound for the ACs what were you thinking, they sound worse than the laser change a couple of months ago.

Please please change the sound back.

Edited by Fomorian, 03 July 2013 - 04:44 PM.


#167 Lord of All

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Posted 03 July 2013 - 05:14 PM

Well then all you guys complaining might want to vote?

http://mwomercs.com/...__fromsearch__1

#168 Blood78

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Posted 03 July 2013 - 05:35 PM

Now that I had another day to get drops in. Movement archetypes need to be rolled back and require much further tweaking, testing to get the balance right.

Right now maps have essentially turned into giant speed bump so you cannot close the gap between say PPC boats which everyone runs with your brawlers like speedy Dual AC20s or M.Laser boats.

So what's the point of even trying to brawl when the map has so many hidden speed bumps that makes PPC boat even more effective.

Edit: I'd suggest that only big slopes that's obvious get flagged to apply archetypes. Rest shouldn't be. It actually helps turn the game into giant PPC or LRM fest. Even with heat penalty that come in, with these speed bumps it wouldn't make much difference because the movement impediment everyone is getting hit with buys PPC boat enough time to cooldown.

Edited by Blood78, 03 July 2013 - 05:36 PM.


#169 ManusDei

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Posted 03 July 2013 - 05:50 PM

I just want to express my dissatisfaction with the implementation of this movement sloping system. Have the devs been playing world of tanks too long? We don't have steel sprockets and ride on steel links. If we drove tanks yes going up 45 degree slopes would slow it down. But we are not playing world of tanks we are playing mechwarrior. In mechwarrior we have legs not wheels. Tanks don't have jump jets MWO does. Jump jets are almost useless now with no forward momentum to get over a steep slope. I don't appreciate you making my mech feel useless on the battlefield it does nothing but frustrate the user base.

The least you could do is make all the maps flat like in world of tanks. Implementing a feature that introduces gravity without maps supporting the gameplay makes for a very undesirable game experience.

#170 tredmeister

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Posted 03 July 2013 - 05:52 PM

I enjoyed this game when I first started, and have been playing regularly now for 2 1/2 months. Struggled through the steep learning curve (with horrible stats that will never recover from it), and spent more on MC than I would have to buy any other game. There were things I liked (and disliked) in every patch, but this latest one has really got me frustrated. The combination of the horrible movement over-gimping, and the annoying new sounds, has really worn me out over the past few days. Perhaps I just need a break for a while. I'll check back next patch and see if you guys can work out a decent compromise that will actually make this game fun again...

#171 JDH4mm3r

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Posted 03 July 2013 - 06:03 PM

sloping system is poor....beyond that. Other mech games had it up to 70deg slope.... not 45deg slope and 45deg is tooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo


limiting.

#172 Gaden Phoenix

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Posted 03 July 2013 - 06:07 PM

I for one like this movement patch. And it greatly reduces sniping by lots as assault snipers now find it harder to move up high hills to spam their alpha strikes.

It also forces people in brawling and away from the peek a boo style that has been so prevailing in the game before.

Overall a good change but maybe tweak it abit to ignore cars, small hills, etc And to allow assaults more ability to move up hills, maybe at a much reduced pace (5~ kph maybe )after 20% to medium level angles, similar concept with assaults.

I agree that Canyon is crap now. But that that is because it has always been crap, and previously only the insane movements made it playable. Now PGI would have to go back and actually fix the issues on the Canyon map.

Edited by Gaden Phoenix, 03 July 2013 - 06:08 PM.


#173 Seddrik

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Posted 03 July 2013 - 06:12 PM

MOVEMENT:
The movement change is totally unneeded. Some areas were impassable before unless you went around a ramp or had JJ. Now... even with JJ most places are impassable. Its tedious, frustrating and boring to be walled in by everything... not to mention stopping cold on pebbles, 1 foot tall walls, and berms knee high. Please remove this movement shackle, make the game fun again.

SOUND:
The old sounds were awesome. Ballistics sounded like ballistics. PPCs sounded cool. Now, PPCs sounds like some kind of screeting metal against metal, horridly loud. AC2s sounds like some painfully loud clanging gond in my ears. AC20s sound... like slapping a wet towel on cement.... nothing like a canon as before. Missles... echo echo echo foooooooooosssssshhhh.

Not only are the sounds clangy, sissified, and just plain wierd... the volume is excruciatingly over done. I literally had game volume most of the way up before and my computer voume on half. Now? No way. Game volume on the lowest possible setting AND compuer setting on very very low too and its STILL painful. I cant hear naything else anymore. No engine, no steps. Nothing in the distance. Only those terrible new effects. PLEASE, I beg you to restore the old sounds. There was nothing wrong with them at all.

Also, the new sounds are not directionally accurate. Its really hard to tell who fired where. Old sounds you could home in on someone firing...

I am very upset by this. Not trying to e unkind. I know the Devs work hard at the code and all.... but there was nothing wrong with the movement or sounds before, so why on earth did you change them. The game went from a rich variety of sounds and versatile movement strategies, flanking, charging, luring feinting... to an ear splitting, laborous "where can I desperately claw my way to some kind of elevated place to camp without taking 20 minutes and getting blasted 10 times before I make the last 1 meter 45 degree climb" game.

May as well turn the sound off for all it litterally hurts my ears to fire the weapons now. And in fact I do punch my mute button now a lot when I play. My ears are ringing still.

MOVEMENT AGAIN:
And may as well rip the engines out of the mechs and have us stand where we are... as to make us suffer through this kind of torturous movement mechanic. At least then we wouldnt expect to actually be able to get somewhere only to find ourselves struggling to get to the enemy.

While lights with JJ have an advantage with this movement thing (I play lights a lot btw), its not an advantage I like... not a skill based advantage but a game changing mechanic. Ground walkers are so disadvantaged now that half the fun of killing them is taken away... Please reverse this movement mechanic.

Edited by Seddrik, 03 July 2013 - 06:14 PM.


#174 Zomboyd

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Posted 03 July 2013 - 06:36 PM

i think mechs need to be able to move up greater inclines at teh moment and some better visual **** as to what yo ucan travers and what you cant. also it feels like you hit a brick wall when you hit them. maybe momentum should help you get up small rises. the biggest issue i have found is when retreating. as you cant see behind you going backwards is a guessing game and it can hold you up at times when yo uthink you have a clear pass behind you due to a small outcrop.Also i have found with Jum jets that when you hit these unpassable areas even moving forwards adn jumping moves your mech verticle but not forward so you cant jump up this little rise usnless you jump before you get to the area, which is hard if you dont know you are about to hit it.

#175 Redbeard the Elder

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Posted 03 July 2013 - 06:48 PM

I like the idea. It's a great idea. However, matches are a pain in the back side now, particularly Canyon Network. It's fricken' impossible. I'm getting blown to bits trying to find somewhere to climb a hill.

Tell you what, add jump jets to every mech and it will be fine.

#176 PsychoSick

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Posted 03 July 2013 - 06:49 PM

So I was brawling with my Streak/SRM hybrid today on Alpine with a few of my teamates at the E-line behind that mountain. Needless to say, most of the other team rolled over the hill. Now usually, I'll run over the hill there to gain cover from the enemy mechs that roll through there. With this new patch though, I used my JJ to get half way up the hill when i reached a slope that was slightly more than 45 degrees, I was dead in the water and unable to move... at all. seconds later, PPC alpha DOA.

This patch utterly breaks the game. I understand the logical thought process behind implementing it, but I don't ever recall reading about a mech getting stuck on a mountain, only to have to back up like a semi-truck at 15 KPH, only to get ambushed because the mech was unable to lift it's legs in a climbing fashion.

On top of that, what's the point of having upper,lower, and foot actuators if they can't bend? The way this patch is treating our mech's, its as if the leg is just one singular piece of metal that can't adjust its position to accommodate its path of movement.

This patch has broken the game mechanics worse than any of the HUD bugs ever did IMO. If you want my feed back as someone playing in this beta phase: get rid of this nonsense.

Edited by PsychoSick, 03 July 2013 - 06:49 PM.


#177 C-O-M-B-A-T

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Posted 03 July 2013 - 08:22 PM

First u screw up the flying in the game because the less skilled players whine and cry. Then u add this dumbass movement patch. Ive never been so stuck on stupid lil 2 foot hills in all the time ive been playing. So...what else do u have in store to ruin the game even more?

#178 Barcellona

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Posted 03 July 2013 - 08:55 PM

Everyone please go here and vote yes: http://mwomercs.com/...__fromsearch__1

Request - please revert or extend the availability of the phoenix package since I am sure not going to spend additional money until it is fun again.

I have been playing a few months.... I see quite a few people who seem to have just posted to the forums for the first time just as I did because this change is horrible.

Edited by Barcellona, 03 July 2013 - 08:56 PM.


#179 Ripper X

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Posted 03 July 2013 - 10:42 PM

It definitely needs to be fixed. Increasing the incline will not solve the problem with small objects There should not be a cap on the height, but as the higher you go the slower you go until you completely stop. For instance you would not be able to climb more than a dozen meters up a steep incline. That would be plenty to be able to move over small objects and edges.

#180 Ewigan

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Posted 03 July 2013 - 10:45 PM

What has been said before: idea is good, execution not so much.
You are stopped by every freaking pebble, some maps are nightmares to navigate, cause you just don't know "can my mech make it".

well, i will hope for next patch i guess.





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