Fix Movement Frustration: Speed To 1, Not 0
#21
Posted 02 July 2013 - 03:56 PM
#22
Posted 02 July 2013 - 04:07 PM
Hellcat420, on 02 July 2013 - 03:56 PM, said:
What your failing to understand that a bump the ground or trying to step out of water that has a 1 foot high edge is now unassailable. Its pretty bad seeing a mech come to a stand still on flat ground because of a small bump on the ground that it could other wise just step over.
#23
Posted 02 July 2013 - 04:08 PM
CutterWolf, on 02 July 2013 - 04:07 PM, said:
I think everyone that's jumped on this post isn't getting that. They don't understand that "really steep hill" =/= "small bump at the top of a hill."
#24
Posted 02 July 2013 - 04:22 PM
now there is even more rason for jjs
#25
Posted 02 July 2013 - 04:26 PM
Victor Morson, on 02 July 2013 - 04:08 PM, said:
I think everyone that's jumped on this post isn't getting that. They don't understand that "really steep hill" =/= "small bump at the top of a hill."
hills are not a steady angle the whole way up. if you actually looked at the maps they put out last week or w/e you would see that the tops of most hills are too steep for a non jj mech to climb the whole way up, which is the way it should be. and its not a small bump at the top of the hill, it just looks like that because you are in a 60 foot tall mech.
#26
Posted 02 July 2013 - 04:28 PM
#27
Posted 02 July 2013 - 04:29 PM
rest is fine at the first glance! wwich obviously you just catched
#28
Posted 02 July 2013 - 04:31 PM
Hellcat420, on 02 July 2013 - 04:26 PM, said:
This is like climbing Mount Everest only to be unable to get to the top because there's a rock that goes up to your ankle in the way. It's just dumb.
If the slowdown took place over a slower amount of time, it would be different. Plus many of the places on the map DESIGNED to be used for cover are now inaccessible without JJs.
Mark my words: All you're seeing now is the death of the non-JJ 'mech until this is fixed.
#29
Posted 02 July 2013 - 05:13 PM
#30
Posted 02 July 2013 - 05:17 PM
#31
Posted 02 July 2013 - 05:19 PM
I like the concept of the movement limitations, and even as-is, it has fixed more problems than it has created (I think) by ending most lunacy on Alpine and Tourmaline (mechs climbing near vertical walls), but the problem demonstrated by the original poster is a real one, and huge war machines shouldn't be stopped cold by rocks that are, compared to people, about as big as a phone book. It's easy to say "relearn the maps" but the hard-stop system can be so random at times it is hard to tell if you're on the "right" path until you hit 0 (and get killed as a motionless target stuck on a hill top), and there's no way to "relearn" the maps to avoid every little table-sized rock that now stops you cold.
Anyway, they are CLOSE to having something that really works, but it still needs some tweaking.
Edited by oldradagast, 02 July 2013 - 05:21 PM.
#32
Posted 02 July 2013 - 05:33 PM
i think they will need to make some adjustments to some of the levels themselves, but i would generally prefer to not lose this small shift towards a simulator.
#33
Posted 02 July 2013 - 05:36 PM
The goal is to limit travel paths and prevent some mechs from climbing where they shouldn't. Minimum movement speed would end up still allowing them to climb to it.
It would be better to petition a minor change on a map to make it easier to find climbing paths from ditches or smothen the river sides to allow climbing than to do this.
#34
Posted 02 July 2013 - 06:06 PM
blinkin, on 02 July 2013 - 05:33 PM, said:
Again, I like the system because at it's core it's purpose is to make smaller mechs have an easier time moving over rough terrain. That's really cool. I'm TOTALLY for that. I was excited for it. I didn't even think for a minute they could screw it up remotely this badly.
In other words I was expecting my speed to trail off on steeper terrain, with some minor differences in what I could traverse at the top.
I was not expecting to come to a smashing halt because I bumped into a slightly tiny higher pile of dirt between me and the top of the hill.
#35
Posted 02 July 2013 - 06:10 PM
Unbound Inferno, on 02 July 2013 - 05:36 PM, said:
That's not the goal.
The goal is to make light/medium 'mechs have an easier time moving over rough terrain, thus netting them a huge mobility advantage. This offers a lot of chances for future map designers to play with the concept and make some really rough terrain.
It's not meant to make an assault unable to get past a bump in the road. It's not even really meant to restrict movement past what we had all that much, but it does open up the idea of "light shortcuts" that heavies can't maneuver well.
In otherwords:
NOT THE POINT - Atlas stubs it's toe walking up a hill on Canyon network and now must loop around and try again.
THE POINT - A Centurion bolts up a hill in a dogfight with Atlas in Canyon network, but the Atlas has trouble reacting because it simply can't follow without crawling to an even slower movement pace. The Centurion then is free to bolt up and down at will, going places Assaults can't follow.. effectively.
That's why I say a 1 speed crawl would fit the spirit of the system better. Not a 0 speed dead stop. Or a longer degrading throttle.
If your Jenner can move up a hill at 80% speed, pulling over 100 but an Assault can only pull up a hill at 20% speed - already being slow - you've just given mediums and heavies a HUGE ADVANTAGE THEY NEED.
THAT is the focus of this system.
Edited by Victor Morson, 02 July 2013 - 06:11 PM.
#36
Posted 02 July 2013 - 06:13 PM
Although I haven't played the new patch, I can already tell stopping to absolute zero is gonna be extremely annoying. Slowing at 1% of your speed or 1km/h max should be more than enough.
#37
Posted 02 July 2013 - 06:15 PM
#38
Posted 02 July 2013 - 06:31 PM
#39
Posted 02 July 2013 - 06:35 PM
Edit - Re-read the post and 1% instead of a full stop might be okay. I'd still prefer some map tweaks though.
Edited by TehSBGX, 02 July 2013 - 06:44 PM.
#40
Posted 02 July 2013 - 06:46 PM
Lt Limpy, on 02 July 2013 - 06:15 PM, said:
They took a wonderfully designed system that allowed all the terrain on a map to be usable in one way or another, then added dead-halts that you have to map monkey out of.
How was this a good idea?
Keep in mind I think the SYSTEM is a great idea, but this is terrible. The actual concept I'm behind.
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