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Gameplay - Movement Archetypes


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#41 Circles End

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Posted 02 July 2013 - 03:12 PM

Generally I like this feature. I do however think that it is a bit too.... aggressive for a lack of a better word. The speed decay is extremely rapid. A mech can't even brake as fast as the slowdown. It feels a bit like translating objects instead of lerping them, only with cessation of movement. (Does this methaphor make sense to anyone but me? )

#42 DeathlyEyes

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Posted 02 July 2013 - 03:24 PM

View PostTennex, on 02 July 2013 - 02:39 PM, said:

use a different set of categories for world hit box [size] and for hill movement

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).

Posted Image

Don't forget static coefficient for determining at what angle the mech will begin to slide back down the hill.....

#43 BigJim

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Posted 02 July 2013 - 03:32 PM

Needs tuning like mad - Remind me what was the point of Battlemechs having legs again? Was it not to traverse terrain that would be unpassable to vehicles?
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 ManusDei

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Posted 02 July 2013 - 03:34 PM

The new movement sloping system is bugged with the dragon slayer mech. I cannot go up any hill on any map even if its less than 20 degree slope.

I have reported it twice now to support. It happens on every map.

#45 Krzysztof z Bagien

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Posted 02 July 2013 - 03:36 PM

View Posth4t3r4d3, on 02 July 2013 - 03:24 PM, said:

Don't forget static coefficient for determining at what angle the mech will begin to slide back down the hill.....

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 Loc Nar

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Posted 02 July 2013 - 03:38 PM

Loving the new movement changes. Only thing that felt weird so far was the lack of effect when going up the steep slope into the high base on Forest Colony. I understand why they made that spot 'hill effect free', but it still feels weird due to the inconsistency...

#47 BINDLETORC

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Posted 02 July 2013 - 03:45 PM

View Postbindletorc, on 02 July 2013 - 02:47 PM, said:

the idea is great but it really feels forced and not natural. getting stuck on all sorts of things as well, cars and trucks and rails in River, stones on Canyon, snow on Alpine. JJs are not useful to navigate these issues without forward momentum that has been halted. (I have only been of the aforementioned maps since the patch)
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 DeathlyEyes

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Posted 02 July 2013 - 03:49 PM

To add to my earlier post the static coeffecient of steel on concrete is .51 to .7. We will just say its .57 for the sake of simplicity. arctan(.57)=51 degrees so a mech should continue climbing to atleast that. I would assume most mechs would have some sorta coating or enhancments done to their feet so that they can dig into the ground and climb at even steeper inclines than 51 degrees.

#49 White Bear 84

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Posted 02 July 2013 - 03:50 PM

View PostAgentGG, on 02 July 2013 - 12:07 PM, said:

Feel like raging about this on Alpine. Map feels super unbalanced now since one side can easily be on the mountain top in the center, while other can only go around, which is like have the map and you'll be taking fire the whole time. Alpine needs some major adjusting especially with snow covered areas that look like you can climb them but you cannot. Frustrating!!

View PostfleshwoundNPG, on 02 July 2013 - 12:04 PM, said:

Came to a standstill a couple of times in Canyon...by small rocks.

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 Nordbruin

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Posted 02 July 2013 - 03:56 PM

Overall, the best patch I've seen since I started. Yes, the movement feature needs some tuning, but I haven't had the problems others here are crying about- and I drive Heavies and Assaults mostly. Those that can't adjust will cry, but since I'm a SIM (insert FPV plug here) pilot, and usually took care to drive my machine properly, I haven't found it a huge hindrance- yet. Made it up some places I didn't think I would, and my Cataphract just keeps plugging along. I've actually found my scores/kills increased since the patch, thanks to players that are used to the arcade-style running around they were able to do before.

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 Deathlike

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Posted 02 July 2013 - 04:03 PM

The transition of the speed drop is waaaay too sudden, and not smooth. This may or may not have to do with some of the inclines, but stuff like the basic rocks at Forest Colony at one of the main spawns has the most dramatic effect (it's almost as if the leg damage code that hurt lights frequently was back in). I'm sure there are many equivalents on other maps.

This needs significant rework to be viable.

Edited by Deathlike, 02 July 2013 - 04:04 PM.


#52 Alois Hammer

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Posted 02 July 2013 - 04:09 PM

View PostThe Scotsman, on 02 July 2013 - 02:03 PM, said:

the idea is neat. seeing it in practice, not so much.


+1

This sums up the entire game, from the very beginning to the current moment.

#53 Savageson

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Posted 02 July 2013 - 04:16 PM

Maps and weapons were not balanced with this idea in mind. Note I include weapons do to the now more restrictive movement. Long range firing positions have become more powerful as it is now harder to advance through the map terrain.

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 ArchMage Sparrowhawk

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Posted 02 July 2013 - 04:25 PM

oh god I havent even had Alpine tonight. I can't even imagine...

oh no..now I've said it, I"ve cursed myself to 8 Alpine drops in a row.

#55 Tarl Cabot

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Posted 02 July 2013 - 04:57 PM

View PostxXxBANExXx, on 02 July 2013 - 01:24 PM, said:

Stop making pebbles count as slopes....getting stuck on everything!!

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 IdolElite

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Posted 02 July 2013 - 04:58 PM

Loving the changes so far. Sadly haven't been able to try out the new Alpine Peaks yet but on the other maps it's making for small and wonderful differences. Only issue I am seeing is that my JJ mechs like to get stuck on the sides of buildings when I jump onto them. Great other than that though.

#57 August55

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Posted 02 July 2013 - 04:58 PM

The pebble/shards in Desert shouldn't cause my mech to go to a grinding halt when I have full momentum going on. This goes the same for the rather not steep hills in Alpine.

If anything, all this does is hinder gameplay at the moment.

Edited by August55, 02 July 2013 - 05:01 PM.


#58 Sheriff Cinco

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Posted 02 July 2013 - 05:00 PM

I have been handing you my money every month for a year. I have never complained. This movement patch is pure garbage! It really takes the fun out of playing. If a "improvement" doesn't make the game better or more fun it isn't worth it.

#59 wDraco

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Posted 02 July 2013 - 05:10 PM

I cant uncerstand why a mech used to climb a path now cant, for me it was ok to slow him down but making it impossible gest dosent work for me.
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 Bigstarduck

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Posted 02 July 2013 - 05:11 PM

It sounded good when I read about it in the patch notes, but I found the change so frustrating that I'm making my first post on the forums to let you know that I hate it. I don't think that I'll be playing much until this gets fixed.





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