

Gameplay - Movement Archetypes
#41
Posted 02 July 2013 - 03:12 PM
#42
Posted 02 July 2013 - 03:24 PM
Tennex, on 02 July 2013 - 02:39 PM, said:
Movement up a hill should be based on tonnage. Not on size of mechs. There is no wind friction/drag force. So how big the mech is should not matter.
The only important forces involved is mass (tonnage).

Don't forget static coefficient for determining at what angle the mech will begin to slide back down the hill.....
#43
Posted 02 July 2013 - 03:32 PM
Feel like a Jeep would be a better vehicle to be riding in right now, or a mountain bike.
The feel is all wrong, it's like I'm riding in an electric wheelchair, no feeling of power behind the mech, and certainly no mobility.
The tiniest of decorative details like small pebbles will stop you from backing off, or moving in to take a shot, and the maps are so full of these bitty little detail pieces.
The movement rules are ok in principal, but I'm spending more matches trying to find a way around a sodding hill than actually participating in a fight - Shame this had to come before something that would benefit the game, like PPC mods or a real heat cap.
So my verdict would be ok on paper, but better left there for now until some tuning is done.

Edited by BigJim, 02 July 2013 - 03:37 PM.
#44
Posted 02 July 2013 - 03:34 PM
I have reported it twice now to support. It happens on every map.
#45
Posted 02 July 2013 - 03:36 PM
h4t3r4d3, on 02 July 2013 - 03:24 PM, said:
That could be actually another terrian properity - instead of arbitrary "45 deg = no go" angle at which mechs starts to slide down would be different for snow, rock, sand etc.
Also - different mechs could have slightly different traction, so some could be better in climbing than others.
That would be nice, don't you think? One can only hope...
#46
Posted 02 July 2013 - 03:38 PM
#47
Posted 02 July 2013 - 03:45 PM
bindletorc, on 02 July 2013 - 02:47 PM, said:
i suppose the really big issue to me is how un-natural it feels.like someone saw you sneaking around where you shouldn't be and suddenly grabbed your arm to hold you back.
love the new sound of LRMs crashing into your armour. wish i hadn't heard it though.
okokok. played in a light on Caustic. i was doing 150 and came to a dead stop while battling an atlas. dead stop. a small rock. looked like the atlas dropped it there on purpose. if i hadn't been wearing a seatbelt i might of been killed.
how 'bout this. the effect comes into effect only after you have traversed, say, 40 ft or so. it would give the illusion of a gradual slow down and eliminate the rocks and cars and discarded body parts that bring you to a screeching halt.
Edited by bindletorc, 02 July 2013 - 03:47 PM.
#48
Posted 02 July 2013 - 03:49 PM
#49
Posted 02 July 2013 - 03:50 PM
AgentGG, on 02 July 2013 - 12:07 PM, said:
fleshwoundNPG, on 02 July 2013 - 12:04 PM, said:
Like the concept, not the execution.
Predicted both of these issues in feedback when they first announced it. Not surprised.
Firstly the 45 degree angle needs an appropriate geometric threshold so that small rocks e.g. on the glacier in alpine or in canyon do not bring your mech to a complete stop - this is pretty stupid.
Secondly, the imbalance caused in alpine would have been an obvious one, just by looking at the map!!
Edited by White Bear 84, 02 July 2013 - 05:35 PM.
#50
Posted 02 July 2013 - 03:56 PM
LOVE THE AUDIO!!! PPCs are TERRIFYING if you're standing next to one being fired! AC5s sound so beefy it's almost eargasmic!
The heat thing, also going to take some adjustment, but I think it's a step in the right direction. For all you whiny b*tches, if you don't like it, quit, stop crying here, and go make your own game- I dare ya!
#51
Posted 02 July 2013 - 04:03 PM
This needs significant rework to be viable.
Edited by Deathlike, 02 July 2013 - 04:04 PM.
#53
Posted 02 July 2013 - 04:16 PM
If the maps were made with this in mind I would of thought something like this would of been tested in Alpha or closed beta. This does kind of feel like an after thought with how close we are suppose to be to CW. At least the cockpit shake is not as bad so I was jumping all around the map on my highlander which at least gives it more uses with the JJ at least. Actually with were the atlas fires its weapons from(the hip) its going to be finding it very tough sledding with the current game state as it tries to bring its guns into the fight as it slows down over every ridge.
#54
Posted 02 July 2013 - 04:25 PM
oh no..now I've said it, I"ve cursed myself to 8 Alpine drops in a row.
#55
Posted 02 July 2013 - 04:57 PM
xXxBANExXx, on 02 July 2013 - 01:24 PM, said:
This. I will have to do more testing but in Canyons I am practically on the top but stop/stuck on like a pebble. hehe, reminds me of EQ where even a blade of grass would stop an arrow (shudders).
#56
Posted 02 July 2013 - 04:58 PM
#57
Posted 02 July 2013 - 04:58 PM
If anything, all this does is hinder gameplay at the moment.
Edited by August55, 02 July 2013 - 05:01 PM.
#58
Posted 02 July 2013 - 05:00 PM
#59
Posted 02 July 2013 - 05:10 PM
some maps like Alpine were already hard to get paths now only 2 routs are possible.
Slow the mechs, they have humanoid features and a nuclear engine, a small ramp shouldnt be hable to stop a mech, slowing them is ok, full stop is dumb.
#60
Posted 02 July 2013 - 05:11 PM
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