

Gameplay - Movement Archetypes
#341
Posted 10 July 2013 - 09:19 PM
#342
Posted 11 July 2013 - 02:46 AM
Edited by Sestos, 11 July 2013 - 02:47 AM.
#343
Posted 11 July 2013 - 12:15 PM
PS: DEV's, will u add water/deepsnow etc "Movement Archetypes"?
#344
Posted 11 July 2013 - 07:01 PM
#345
Posted 12 July 2013 - 01:24 AM
HOWEVER, current maps need to be fixed to make them inline with the changes.
Small rocks and bumps are a major problem. A tine rock not even noticable in your mach can stop it dead in the middle of the road, even if you are in a giant atlas!
The big hillside paths should be more noticable. Maybe a more obvious skin around the area? I know, we eventually would get used to the paths, but this would be hel for non-regulars, and new players. The snow paths aren't as obviously accessable as one might think, and I am saying this while running around in a cicada and a commando. Sometimes I cannot go up some of the snow paths in alpine, not even by wiggling.
It would be nice to delete the small rocks, crater edges, small rackage, tiny walls and things from the bump map. Small rocksand things look good and I love them, but don't make them affact the game. I mean, unless you have serious walking problems you would be able to walk over a paper cup without and speed loss, right? Right now you would get STOPPED DEAD IN THE MIDDLE OF THE ROAD by a paper cup.
Please don't make MWO a driving test where we spend more time avoiding bumps on the road than smashing our enemies!
#346
Posted 12 July 2013 - 07:02 AM
I noticed a few things like above user stated some of the decorations are becoming obstacles restricting movement.
I figure either another pass on the maps taking into account the new movement changes or the actual movement rules should be tweaked.
Do they take into consideration momentum of the Mech?
(I really couldn't tell) If it does maybe you can make the loss of speed a little more gradual for Mechs going at full speed?
Does going downhill increase your speed at the same rate it decreases it going uphill?
Edited by Riddler9884, 12 July 2013 - 07:03 AM.
#347
Posted 12 July 2013 - 10:26 AM
#348
Posted 12 July 2013 - 10:51 AM
#349
Posted 12 July 2013 - 11:19 AM

#350
Posted 12 July 2013 - 11:41 AM
http://mwomercs.com/...emech-mobility/
It basically highlights the point of battlemechs replacing conventional vehicles because of their improved battlefield performance / agility / range of motion.
#351
Posted 12 July 2013 - 11:09 PM
#352
Posted 13 July 2013 - 04:54 AM
Suggest the following.
1. Have pilot skills that can be developed to greatly improve the ability to climb. Chassis specific would be cool.
2. Actuators in the legs actually makes a significant difference in the ability to climb.
3. Account for momentum, perhaps simply with a delay on the effects of slope on speed which adjusts by tenths of seconds by a combination of tonnage and speed. The delayed effect should only kick in if the mech is still climbing, once the delay time has passed. It does not seem to take momentum/inertia into account today if it does it needs to be altered.
4. Make every chassis have a climbing stat for its maximum degree it can climb. Chassis specific, even variant specific would be a cool way to do this.
5. If going up makes you slow, going down should make you fast, but it should also have the chance to cause some damage should you go to fast downward. I do not think it works to have the upward movement speed penalty without a downward movement speed bonus.
6. The max degree of a climbable surface should be more like 60 degrees not 45 degrees. Mechs have legs not wheels, please do not treat them like they have wheels; increase the maximum degree of climb significantly.
7. There needs to be something that prevents every little ridge from stopping your movement. Its far to sensitive now. The delayed effect would likely do this, but if it does not another option would have to be used.
As the system is right now, you would be better to hot fix it out. Its not creating a great player experience. I do not know a person who likes the implementation, but I also know very few who do not like the idea behind it. Its a good concept, just needs to be redesigned.
#353
Posted 14 July 2013 - 05:08 AM
This is deadly, especialy for a light, because your basicly stuck for at least 5 seconds.
#354
Posted 14 July 2013 - 07:16 AM
1. chicken walker mechs should be treated differently than man-walkers, and double hinge mechs like the cicada should be in a league of their own as well. example the cicada should not be hindered hardly at all by steep terrain, its legs were built to climb. chicken walkers should be less effective then something like the cicada but more effective than man-walkers.
2. man-walkers should maintain better weapons stability/convergence when walking and falling, this is inherent to their design. chicken walker legs should take less damage from falling.
3. chicken walkers and double hinge mechs should top out a little faster on flat terrain over man-walkers, but also they are much more supseptable to knee shots (for knockdown), while a man-walkers knees are heavily armored.
just my thoughts, hope it helps PGI
#355
Posted 14 July 2013 - 07:41 AM
Xenok, on 13 July 2013 - 04:54 AM, said:
Suggest the following.
1. Have pilot skills that can be developed to greatly improve the ability to climb. Chassis specific would be cool. <- idk i don't think its actually a good idea, the nubs would be at a loss to whole teams of mechs that can cross mountains they cannot.
2. Actuators in the legs actually makes a significant difference in the ability to climb. <- leg and ankle/foot design is more important and should be considered, perhaps the cicada and chicken walkers should be better climber mechs?
3. Account for momentum, perhaps simply with a delay on the effects of slope on speed which adjusts by tenths of seconds by a combination of tonnage and speed. The delayed effect should only kick in if the mech is still climbing, once the delay time has passed. It does not seem to take momentum/inertia into account today if it does it needs to be altered. <- yes yes yes and yes i hate the slope climbing logic because it doesn't consider that im flying iinto a slope at 150kph. small mechs should still fly up hills, larger mechs shouldn't just stop but slow to a crawl.
4. Make every chassis have a climbing stat for its maximum degree it can climb. Chassis specific, even variant specific would be a cool way to do this. <- yes this is a very good idea, i think leg design and size/engine should have a large impact on climbing performance as well.
5. If going up makes you slow, going down should make you fast, but it should also have the chance to cause some damage should you go to fast downward. I do not think it works to have the upward movement speed penalty without a downward movement speed bonus. <- i just wish i didn't slip on all those icy ledges so easily to my doom, mechs are built with some level of built in safeguards.
6. The max degree of a climbable surface should be more like 60 degrees not 45 degrees. Mechs have legs not wheels, please do not treat them like they have wheels; increase the maximum degree of climb significantly. <- yes 45 degrees is simply far to little, personally i think even more then 60 would be fine for smaller mechs. i have owned rusted out trucks that could off-road better then any of the mechs in this game.
7. There needs to be something that prevents every little ridge from stopping your movement. Its far to sensitive now. The delayed effect would likely do this, but if it does not another option would have to be used. <- yes yes yes, and yes. this is the single most annoying thing in this game, mechs should just kick that #%$%# out of the way, gouge the side of that silly cliff. especially the atlas and other large slow mechs that get caught on everything. really atlas's should not be forced into walking straight through the middle of any pass/ravine just because its the only path that wont get them clipped on a ridge or that silly steel pebble. big mechs are already targets the size of barn doors, and they are slow, no amount of armor and firepower can help that situation. to force them into predictable paths is bad. well good for me and some others cuz im looking for those huge targets.
As the system is right now, you would be better to hot fix it out. Its not creating a great player experience. I do not know a person who likes the implementation, but I also know very few who do not like the idea behind it. Its a good concept, just needs to be redesigned. <- agreed
Edited by Mellifluer, 14 July 2013 - 07:50 AM.
#356
Posted 14 July 2013 - 07:56 AM
Burpitup, on 08 July 2013 - 03:32 PM, said:
"driven my Jeep up hills steeper than my mech can climb" exactly how i feel.
#357
Posted 14 July 2013 - 08:48 AM
#358
Posted 14 July 2013 - 08:59 PM
Helsbane, on 14 July 2013 - 08:48 AM, said:
That would imply devs giving a flying fk about the quality of their work and not lining their pockets with money
#359
Posted 15 July 2013 - 09:01 PM
#360
Posted 15 July 2013 - 09:56 PM
The one structure that is VERY broken however relates to jumpjets. I've died countless times now because of landing on a 46o+ slope and being reduced to 0 speed with no way to gain momentum for a jump away. So i'll be moving 90kph, touch the ground on a slope (usually 90% the way up the hill), and lose all momentum only to jump straight vertical as my enemies 'lol' and core away.
Please, we need some small percent of forward momentum while mashing WWWWWW and J at the same time.... Kinda a good clue the user wants to Jump Forward. Just maybe?
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