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Gameplay - Movement Archetypes


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#241 Modo44

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Posted 05 July 2013 - 12:58 AM

I like the new mechanic. It makes sense for some "easy" paths to be blocked for some mechs. This basically adds a completely new consideration when choosing and using a mech, which is a very good thing. Jump jets really matter now.

That being said, the impassable small rocks/outcroppings are annoying. Some global solution for those might be needed.

#242 Breadmachine

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Posted 05 July 2013 - 01:37 AM

I completely hate the new system.

Turned a "freedom of movement" type of game into a "stand around and wait" type game.

BORING.

I understand the concept.
BUT
I am getting stopped by small rocks on canyon, alpine, and forest colony (I got frustrated after 3 maps and logged off.)
Some times I can go up a 45 degree slope with no problem, but not a 40 degree slope on a different hill.
I can jump jet up a hill if I have momentum, only to be stuck almost near the top on a 40 degree slope, then slide back down.

Are you trying to force me back into playing only light mechs?
I was enjoying the big mechs finally.

IF this is how the system is going to be, ALL of the maps need to be re-done to accomodate the system... else it's become a game of sitting around in heavy/assault, and harassment/capping in lights... not worth the time of "playing" if we're spending even LESS time fighting because we're all hung up on terrain and being forced to follow very narrow paths which are easily ambushed.

Uhg. :-(

#243 SiriusBeef

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Posted 05 July 2013 - 02:12 AM

Minimum speed should be raised from zero to 10 or 15 percent. This way you will still get the effect that bigger mechs having a harder time with difficult terrain without totally stopping them in their tracks. Also, JJs should allow any mech the ability to climb any hill save the totally vertical by providing a forward component to the vector. When should we expect a fix? It's not all that enjoyable at the moment.

#244 TheMagician

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Posted 05 July 2013 - 02:21 AM

I am quite thankful that this was added to the game. It has made piloting, and positioning that much more important. However, I would like to see all maps get smoothed out a tad, to ensure there are adequate paths for mechs to take. I also would like there to be some type of a min distance before a mech hits 0 speed, basically some way to avoid every little stone or lip catching up a mech. This has made it difficult at times to even retreat over a hill, as at times there's a small object preventing a mech from doing so. I don't know if rocks could be treated slightly differently or not. From a map perspective, some maps have become a bit difficult to play, and I don't think it was intended. I also think that jump jets would be more effective, if they could give some forward thrust, to help push somebody up a steep slope, but perhaps this is avoided purposefully.

#245 Modo44

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Posted 05 July 2013 - 02:33 AM

View PostSiriusBeef, on 05 July 2013 - 02:12 AM, said:

Minimum speed should be raised from zero to 10 or 15 percent. This way you will still get the effect that bigger mechs having a harder time with difficult terrain without totally stopping them in their tracks.

No. The idea is for heavy mechs to not be able to get through some routes, period. 10% would still allow any "pro sniper" to go up the biggest mountain, just getting a few moments later.

#246 Sparks Murphey

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Posted 05 July 2013 - 03:41 AM

The biggest problem I've found with the slope system so far is changing direction after you get stopped by terrain. Though your speed is at 0, your throttle is still set to maximum, if you're playing with w increases throttle, s decreases throttle. To reverse and go back the way you came, you're left waiting for a few seconds while the throttle descends from maximum speed to neutral, and then finally get some rearward motion as it starts going into reverse. This can leave you hanging and stationary for precious seconds during which you can get easily sniped.

#247 Sancho Kabrinski

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Posted 05 July 2013 - 04:27 AM

View PostModo44, on 05 July 2013 - 02:33 AM, said:

No. The idea is for heavy mechs to not be able to get through some routes, period. 10% would still allow any "pro sniper" to go up the biggest mountain, just getting a few moments later.


So, the answer is dont allow the bigger mechs even move at a slow speed making them easy prey for the "amazing" ligthmechs pilots? Dont cry when all the bigger mechs goes lrm boats and leave all the brawling for the lights.

#248 Modo44

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Posted 05 July 2013 - 04:33 AM

There are places you can't get to, period. Some mountains are simply too steep for that to happen. This is separate from the invisible walls on pebbles problem, which is obviously something that needs to be fixed. But not by bringing back assaults on mountains.

#249 Tetatae Squawkins

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Posted 05 July 2013 - 04:37 AM

I only played a few games, but it feels way overdone to me. Mechs now are lacking in momentum. Small hills should be able to be traversed when starting at full speed even if the angle limit is reached. You should carry more speed up a slope and slow down at much slower rate.


This would still prevent mountain climbing, but might feel less like your mech is a drunk marshmallow.

#250 Mylardis

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Posted 05 July 2013 - 04:43 AM

View PostModo44, on 05 July 2013 - 12:58 AM, said:

I like the new mechanic. It makes sense for some "easy" paths to be blocked for some mechs. This basically adds a completely new consideration when choosing and using a mech, which is a very good thing. Jump jets really matter now.

That being said, the impassable small rocks/outcroppings are annoying. Some global solution for those might be needed.


I second that. I strongly believe a mech sim should contain such limitations. A light mech or a mech with JJ should have an advantage compared to a walking barrel like the Stalker.

I also agree on the fact that it needs some QA, but it should definitly stay in the game. Especially because JJ are not really needed without this advantage - 1 is enough if you need faster turns in brawling. If I equip 4 or 5, I want them to be of use :D

#251 Daikyu Kell

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Posted 05 July 2013 - 04:47 AM

Needs a tweak, increase 55 degrees might do it, Seem to be getting stuck on small rocks and minor terrain features

#252 GoPostal

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Posted 05 July 2013 - 06:21 AM

Feels like I need to find another game to play! getting stuck on simple rocks like if I'm bugged! In Canyon, I can't even get out the river! and got shot to death by LRM, river city I can't even go up a man made path under the bridge! It simply becomes a LRM standstill paradise game type which does not deserve any merit. At some point slowing down heavy mechs would simply be better then not letting him go up simple hills with path. This is becoming boring and buggy unplayable for those who pay and I'm bored of this. I'm sure those who call out for nerfing every single weapon in this game are those not paying a dime and it's frustrating. Haters u are welcome to reply because I don't give a single F$%#.

#253 J I N

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Posted 05 July 2013 - 06:25 AM

View PostLord of All, on 04 July 2013 - 11:00 AM, said:

It seems to me the complaints outweigh the approvals by a wide margin yet that is not reflected in the poll.

Maybe you guys are not voting?

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

true... I did not know that there is a vote.

I think some people will definitely stop playing, like I do, until something is changed. But most Players don't visit the Forum and so these votes will be dominated by battletech fans and over interested people, who want to see a more realistic game. The typical gamer wants to play and won't bother to do more than reading the patchnotes.
Looking at the numbers for games played in the week before and after the patch (and other basic counts) would be interesting to see, if the patch changed them as most people expect it to.

#254 jollyrancher1

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Posted 05 July 2013 - 06:31 AM

I like the feel of the new movement mechanics, but it did makes many maps have more choke points and those are really deadly when the meta gameplay is high pinpoint alphas. With some paths being taken out it makes it harder to flank in those situations. It does make a bigger engine more desired however.

#255 Attmark

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Posted 05 July 2013 - 07:25 AM

Because we experienced this pile of stack and stress, this 7/2 patch was meaningful.
I Just pray for back to the original movement system, in the official opening.

#256 TurboZombie

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Posted 05 July 2013 - 07:50 AM

I have to say, I really, really despise this new mechanic. Not because I want to run and gun, or climb 90 degree angles in alpine or canyon network, but because the amount of fun I am having in the game has dropped drastically. This is coming from a person who is a huge supporter of this game. I have put countless hours into this game and I look forward to playing it every chance I get. I play every day on my lunch break. But, this latest patch has made gameplay literally infuriating. I have been piloting a lot of assaults and heavies lately. My atlas goes 48 kmh, but any, and I mean absolutely any slope, brings me to a stop almost every time. The visual language to the player is non existant. All of these maps were built with the older mechanics. All of the maps play completely differently, in a bad way. Take alpine for example, with how sloped the entire map is, it not only makes 70% of the map untraversable, it also makes the gameplay a lot more linear becuase there are only a select few paths you can take anymore. Not to mention the fact that none of these paths are even conveyed to the player at all. Now, lets also not forget that any small props in the maps are also collidable and will cause your 80/100/etc. ton mech come to an immediate halt. I think the obvious solution to the issue is tweak the max climb angle instead of going through and redesigning all the maps and fixing collision. If the max angle is 45 degrees, it seems like most angled slopes in the entire game are 60 degrees. I don't think it should be to the point to where you can still scale the giant mountain from the steep/low side without jump jets, but at least fix it to where there isn't only 1 mech sized path for an entire hill. The gameplay is going to be so linear and predictable as there will only be one viable path to take without stopping and getting stuck without having to rotate 90 degrees to move.
I sincerely hope this will get fixed VERY soon. A change like this is the kind that will make me turn this game off until it is fixed.

#257 Verminard

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Posted 05 July 2013 - 07:52 AM

View PostTstyles, on 05 July 2013 - 12:54 AM, said:

Are we not all missing something here?

Why don't we go faster downhill?

Why isn't anyone asking this question???


It has been asked many times in this thred, just ignored. Or didn't you know gravity only works up hill!

On a side note having now put in quite a few games since the new patch, the conclusion is simple

Nice idea, but "IT WAS MORE FUN BEFORE", Its not as much fun now.

Edited by Verminard, 05 July 2013 - 08:01 AM.


#258 SirSlaughter

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Posted 05 July 2013 - 08:47 AM

My centurion in canyon networks feels so baaad ;)



#259 GargoyleVine

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Posted 05 July 2013 - 08:55 AM

the new patch made it really suck in an atlas when you can't walk over a pebble, or blow it up is pretty sad. forest colony and CV are almost un-playable and not nearly as fun. I used to enjoy those maps a lot more than now after patch and the canyon is no better. Please fix this movement thing asap or just keep running river city for the big Mechs because then i can always use the stairs!!! Atlas moves like a total slug now, maybe i can get some spring loaded legs or something so i can get over a pebble.

#260 MrMadguy

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Posted 05 July 2013 - 09:03 AM

Nothing really changed for me, except may be stumbling about some small rocks. But there one big failure of this change: Canyon Network became the most terrible map for me. Even worse, then Turmaline.





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