Gameplay - Movement Archetypes
#221
Posted 04 July 2013 - 11:53 AM
stop destroying your game PGI, for the love of god, please stop! For the love of all of his noodly apendages, please stop and reverse this patch.
#222
Posted 04 July 2013 - 12:00 PM
It is super easy to get away from other mechs that have no jj
#223
Posted 04 July 2013 - 12:01 PM
#224
Posted 04 July 2013 - 12:24 PM
#225
Posted 04 July 2013 - 12:29 PM
Idea:can't say it is idiotic.
implementation:TRASH, garbage, ect.
Waht u guys basicly done : nerf all mech, make the game fustrating basicly its a joke i think.
Cant be real u try to turn your mech and you just die after 3 sec cos there is a lil stone or something and u cant turn your
fu..ing assault, cos the lil rock is stronger!
And u ppl there at pgi belive 3rd person will pull new casual ppl into the game????? LOL???? they wont understand why they cant even move.....
Im really mad at u folx, u just dropp some untested feature in and scare away even more pilots from the game, and there is a time like 2 week maybe 3 after a brake from a game you just wont come back to see whats up. did they fix things they broke or just some new hero mech and reseen program ect...
ps
SRY my english.
Edited by Angelrage, 04 July 2013 - 12:30 PM.
#226
Posted 04 July 2013 - 01:24 PM
I would suggest putting in a way to measure the angle of impact. If your angle of impact is really small - 20 degrees or so you should lose only 20% - 50% speed and be allowed to brush past the wall. Be deflected off it, if you will.
It makes piloting light / fast med like Cicada a nightmare in the upper Forest Colony section at the tunnel exit. There are a few small buildings there. Now that you can't dodge past people, or easily escape up a hill etc, you have to constantly run and dodge around those little buildings there under the radio tower.
If you clip one, you stop dead and are basically...well dead.
Otherwise though I haven't found anything a little tuning / removing steel pebbles won't fix. Overall I am EXTREMELY happy with this change. It adds a level of realism and weight to your actions that was missing till now.
Edited by Arcturious, 04 July 2013 - 03:08 PM.
#227
Posted 04 July 2013 - 01:56 PM
The game is much better now than before when mechs could just ridiculously run up steep slopes without slowing down.
It's not perfect, requires some fine tuning, but it's certainly not as bad as many here complain. Learn to pilot your mechs and watch where you're going, not just point and shoot. Piloting is the skill that should matter the most, so I really like this change. I've seen some noob Dragon Slayer pilots killing their speed on hills and obstacles while I dance around them in my Fang and I love it
Edited by arghmace, 04 July 2013 - 02:09 PM.
#228
Posted 04 July 2013 - 02:12 PM
Lord of All, on 04 July 2013 - 11:00 AM, said:
Maybe you guys are not voting?
http://mwomercs.com/...__fromsearch__1
Well, that's not an official poll, just one some guy started, and it is in the wrong section of the forums, so the people giving feedback are not likely to find it, unless they notice your posts and follow the link.
#229
Posted 04 July 2013 - 02:34 PM
#230
Posted 04 July 2013 - 02:36 PM
Lord of All, on 04 July 2013 - 11:00 AM, said:
Maybe you guys are not voting?
http://mwomercs.com/...__fromsearch__1
Edited by Wintersdark, 04 July 2013 - 02:37 PM.
#231
Posted 04 July 2013 - 03:03 PM
#232
Posted 04 July 2013 - 03:22 PM
#233
Posted 04 July 2013 - 03:30 PM
#234
Posted 04 July 2013 - 04:17 PM
This is a world where we can build nuke engines that do not explode when the mech goes down but the hydraulics that would redirect thrust at a 45 degree angle are beyond us? I realize this is not real, and I am not asking for it to be real but come on, would a little forward thrust with some of that up kill ya?
#235
Posted 04 July 2013 - 05:22 PM
As for the not being able to go up 45 degree slopes thing though...
In my Awesome, A dragon walked right up into me pinning me against a small slope (that as I see it my Awesome should have been able to take one step up and over) making me completely immobile. While I was confused about being completely immobile in such an open space, he used this chance to pound me to death with his ACs.
I've also had many problems getting up to the upper level in the Canyon. I would think I should be able to snake my way up a hill to reduce the angle of ascent, but it treats the entire hill as one angle so movement is impossible.
Please adjust this angle mechanic.
#236
Posted 04 July 2013 - 06:40 PM
#237
Posted 04 July 2013 - 07:00 PM
It makes jump jets more useful IN THEORY.
Problem is, since you need momentum to get forward movement in flight, it is still too easy to get stuck on hills with a jump capable mech.
If you are throttling forward, even if you are not moving/moving slowly, it would be great to still have some "forward thrust" instead of just poptarting.
Personally, I am getting stuck on terrain left and right with my highlander since the patch, and having jets does absolutely nothing to help me get unstuck. Might as well just drop them at this point.
#238
Posted 04 July 2013 - 07:21 PM
Barcellona, on 03 July 2013 - 08:55 PM, said:
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.
OK, I take it all back.... a bit of adjustment on obstacles is needed but I have not had so much fun with my lights in ages.... since the ballistic orgy / LRM nerf.
Small adjust needed on climbing and getting stuck on obstacles but otherwise good deal!
#239
Posted 04 July 2013 - 10:04 PM
How to make it look more realistic?
- There IS a limit to the steepness of slope a 'Mech can climb, but it has to do with friction. If you want the 'Mech to completely halt for a certain steepness/angle, the 'Mech should be running on a spot, not just stand still. If the throttle then is reduced or the 'Mech turns such that the legs are not in the direction of the slope, the 'Mech slides down the slope a bit.
- Objects smaller than the size of the foot of a 'Mech shouldn't affect the forward movement at all (it it's not a heap of them).
- If the 'Mech steps on an object like a stone that has a slope that's steeper than what the 'Mech can climb, the 'Mech's foot slides off this object. If said object is smaller than a step length of the 'Mech, the latter will just step over it with the next step.
- A 'Mech shouldn't be able to decelerate faster than through "applying the brakes" as by reducing the throttle. If there was a faster way, it would be used instead by the throttle. (Some ways damage the 'Mech and are therefore not used, like running against a wall.) Walking up a hill shouldn't decrease the 'Mech's speed much more than the throttle is able to; as the 'Mech is moving upwards, a slope can decelerate a bit faster than the throttle, but not much.
- When climbing a slope, a 'Mech should make smaller steps.
- If you want to make this more like a simulator, the pilot should be required to adjust the 'Mech's speed to climb a hill. If the speed is too high, the feet will slide off (yet the momentum of the 'Mech is conserved and it'll fall over!).
- The maximum angle a 'Mech is able to climb depends on the material of the ground as well as on the 'Mech's feet (size, material, texture) AND weight.
#240
Posted 05 July 2013 - 12:54 AM
Why don't we go faster downhill?
Why isn't anyone asking this question???
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