Gameplay - Movement Archetypes
#321
Posted 07 July 2013 - 07:48 PM
#322
Posted 07 July 2013 - 07:56 PM
Edited by Xajorkith, 07 July 2013 - 07:57 PM.
#323
Posted 07 July 2013 - 09:46 PM
Was it the sniper meta?
If so, congratulations, you've now made it WORSE.
The counter to snipers was to rush in and force a close range brawl. To do so requires maneuverability.
Guess what this movement change does? IT KILLS MANEUVERABILITY.
Now those sniper teams can guess the one (maybe two) directions that you will come from and set up a firing line. Brawling is nerfed, so it's all sniper, all the time.
THIS IS WHY YOU NEED A PUBLIC TEST SERVER.
Some of your screwball ideas might actually be good for the game. Some of them are just bad. Put these ideas on a test server so we can weed out the bad ideas and keep the good ones.
P.S. The slope system is one of your bad ideas. Hotfix it out of the game IMMEDIATELY.
#324
Posted 08 July 2013 - 03:50 AM
Good points:
Mech movement slowing on vertical inclines gives the mechs a more apparently realistic feel which I think is great. I also like the fact that we no longer have mechs scaling 85 degree inclines with impunity. This has added greatly to the level of tactical thought that's necessary while playing. All good.
Bad points:
- I'd suggest that the movement impedance should start to effect movement speed at perhaps 30 or even 35 degrees vertical incline. The maximum climbable incline should be somewhere between 55 and 65 degrees.
- I'd say that the side slope traversing parameters are probably more or less OK – though mechs are designed to have greater mobility than traditional tracked vehicles they do have a much higher centre of gravity.
- Momentum reduction needs to be smoothed out when encountering inclines. The current ∆ V is far too high.
- Rather a lot of smoothing needs to be done on the terrain meshes. Not being able to surmount small fences in my 100 tonne AS7-DF is somewhat unbelievable.
Chassis specifics:
I can't comment on other chassis as I never pilot them, but for the Atlas the current parameters are a disaster. Being unable to climb even moderate inclines coupled with the low-slung arm weapons mounts and slow comparative speed means significantly more time exposed to enemy fire. This combined with the center-torso-is-a-missile-magnet effect and the current emphasis on high-alpha builds makes fighting the AS7 with the current movement parameters a frequently painful and often short experience.
The model and concept are very good, but the current numbers are rather unforgiving.
#325
Posted 08 July 2013 - 03:59 AM
Jump Jets are really useful now- good
Slow mechs are slow- good
different mechs have different nerf- good
all mechs are nerfed- bad
random full stops- bad
glitchy snagging- bad
hard to see what is 45 degree or not- bad
pebbles with super glue on them- bad
I recommend doing a map pass to remove snagging, I also recommend changing the angle to something much higher and based on the size of the obstacle- ie a pebble is no concern but a cliff face is
Finally doing slow down by class with a maximum nerf to speed as a percentage
Lights- 30%
Mediums- 20%
Heavy- 15%
Fast Assualt- ie Awesome 10%
Assualt- 5%
legged ??
ie at xx degrees a light cannot go faster than 30% of its top speed, if legged maybe by class of 40kph- ie a light will go 30% of 40kph
Anyway some ideas
Edited by trebormills, 08 July 2013 - 04:02 AM.
#326
Posted 08 July 2013 - 01:57 PM
Water physics are a must have too and should be implemented at high priority !!
I paused playing the Game mostly because lack of movement physics.
#327
Posted 08 July 2013 - 02:07 PM
See the problem is, I may jet 90% up a slope and run out of jet. Fine, JJ isn't infinite flight. But if I can't walk up it, I can't JET up it, and that's just a silly restriction. I mean the top may start to level off in 10 ft. I can jet 50ft straight up and come straight back down, but you can NEVER progress up the slope if you can't walk up it. Which is kinda contrary to what JJ are meant to do.
That doesn't even make sense... I can JJ way over the top of the hill, but I can't go UP the hill because it's steep? Just LEAN FORWARD here!! Anything.... the top is right there!!
You also have a strange effect where your ability to jet is radically different if you started BEFORE the slope, so you've still got full speed. If you're already started ON a slope, the jet only continues your initial climbing speed.
While I'm at it, directional JJ will fix another broken thing. See if I jet, then hit a short building and slide up the building, once I'm past the edge of the building I suddenly get all my forward momentum back- from *where??* I can see that was necessary because otherwise it would be exceptionally difficult to mount objects, any contact would fix you on a useless pure-vertical trajectory that would never get you onto the roof.
With directional JJ, that glitch would no longer be necessary. You wouldn't have to store the velocity upon contact with objects and inexplicably restore it later.
Edited by Oznog, 08 July 2013 - 02:11 PM.
#328
Posted 08 July 2013 - 02:39 PM
#329
Posted 08 July 2013 - 03:05 PM
#330
Posted 08 July 2013 - 03:32 PM
#331
Posted 08 July 2013 - 09:27 PM
#332
Posted 08 July 2013 - 11:57 PM
#333
Posted 09 July 2013 - 01:30 AM
The good:
- Greater emphasis on level layout required, creates things like traps and killzones.
- Slow mechs have to be more deliberate now.
- With good map design will lead to interesting tactical decisions and minimise the "Everyone head to center map and blast the enemy lines" thing.
- Will require more co-ordination on part of lances in order to be effective.
- All of the above will combine to make scouting more beneficial to the team and make LRMs more valuable (both weren't used as much as I think they should have been earlier)
- Levels need a once over to make movement smoother and the areas a mech can and cannot move more apparent
- Momentum needs to be taken into account more to prevent the "whiplash" feeling you get when you suddenly stop moving
- Jump Jets needs work under this new system. A way of getting forward momentum while trying to go up and forward is necessary. Also disabling this system while jump jets are on might be a good idea as I have occasionally lost forward momentum when my feet touched the "ground" as I was JJ-ing, causing me to have to land and retry my ascent.
- Perhaps make the cut out angle higher than 45 degrees but redesign the maps so that some of what is currently 45 degrees is steeper.
- Actually redesign the maps anyway to take into account these new movement rules in a way that maximises their potential to be interesting.
- Listen to the people complaining. As much as I disagree with them that this system should be ripped out they are right that it currently is less intuitive than it should be, doesn't play nice on all the maps, and needs polish so that it feels right, and that currently getting stopped by a small rock that exists only for aesthetics is terrible.
Now this is in place really place an emphasis on information warfare and scout/command mechs. This is one of the most effective ways to make he movement system more than a mild deterrent to the "Sniper Culture". Consider doing the following:
- Release a "Command" chasis or two that don't need to buy air strikes/artillery barrages/what have you before every damn match they want to use them; having to do so is why I have still NEVER seen any of them used in a match - they just aren't worth the trouble.
- Put in a pre-game lobby so people can make balanced teams in regards to mech configuration.
- Consider locking down certain modules to certain mech types. Or making them cheaper for certain mech types.
- Change the way spotting bonuses work so that it is both worth more and so that scouts don't get their credit stolen by brawlers who happen to be closer.
- Perhaps create a module, piece of equipment, or just make it standard that would allow players to know if someone else is targeting their target so that a scout/spotter can be more effective.
#334
Posted 09 July 2013 - 12:11 PM
#335
Posted 09 July 2013 - 06:49 PM
#336
Posted 09 July 2013 - 11:48 PM
#337
Posted 10 July 2013 - 04:43 AM
#338
Posted 10 July 2013 - 07:33 AM
Edited by Fierostetz, 10 July 2013 - 07:57 AM.
#339
Posted 10 July 2013 - 12:25 PM
Stile3081, on 07 July 2013 - 07:48 PM, said:
Even less fun if you're going down a steep slope and catch something. Now you're stuck between it and the slope. You can't get over the obstacle and you can't go up the slope even a tiny bit to get around the obstacle.
Congratulations, you're now a turret.
#340
Posted 10 July 2013 - 08:54 PM
Also, what's the point of having two big vulnerable legs if you can't climb rocks and terrain? A m1 tank in the US army is capable of climbing a 60 degree gradient. There's got to be a reason for having legs, other than looking cool.
http://www.military-...m1a2_abrams.htm
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