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Fix Movement Frustration: Speed To 1, Not 0


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Poll: Should the speed go to 1 instead of 0? (90 member(s) have cast votes)

Do you agree with the OP?

  1. Yes (45 votes [50.00%])

    Percentage of vote: 50.00%

  2. No (37 votes [41.11%])

    Percentage of vote: 41.11%

  3. Other (Explain) (8 votes [8.89%])

    Percentage of vote: 8.89%

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#41 Spades Kincaid

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Posted 02 July 2013 - 07:20 PM

View PostVictor Morson, on 02 July 2013 - 06:10 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.


Actually, that is pretty much what they stated the goal was. (not the toe-stubbing, but the overall dead-stop restriction)

Quote

So, the easy rule to remember is that every mech can travel over any slope less than 20° with no slowdown whatsoever, and at any 45° slope the mech's movement is reduced to 0. These slowdowns aren't instant, so there is the potential for an extremely fast mech to gather enough momentum to travel some way up a slope of 45° or greater, but in most cases a 45° slope acts, in effect, as a wall. In addition, I should also note that running into an actual vertical wall reduces the mech's forward movement considerably, so you will no longer have the ability to navigate by perpetually bumping into stuff.

To compute how much of a slowdown you can expect on a particular slope, the formula is quite simple. Just less than your mech's SlowdownAngle, you'll be going at 100% speed. At 45° you'll be going at 0% speed. In between those two values, the slowdown is linear.

For example, the Catapult is a member of the "large" movement archetype, whose SlowdownAngle is 25°. If a Catapult walks up a slope of 35° (halfway between the SlowdownAngle of 25° and the StopAngle of 45°) it will be traveling at 50% of its normal speed. On a 30° slope it would travel at 75% of its normal speed, and on a 40° slope it would travel at 25% of its normal speed.

Some maps this won't make a lick of difference. Others it will completely transform. I urge everyone to carefully inspect the following diagrams and see if your usual routes or favourite spots are going to be compromised by these changes. You can't climb up the sheer cliff walls on Alpine Peaks any more. You can't scoot up to the top of the crystal shards on Tourmaline Desert any more. The high ground in Canyon Network is nowhere near as accessible as it once was.


It is not just to give light/medium mechs a greater mobility advantage over heavy/assault. That might be what you want it to be, but that's not what their statement says they intend it to be.

So yes, it is meant to restrict movement well past what it was.

That said, getting hung up on individual short/small bumps that your mech could pretty much lift it's leg and step up on shouldn't happen. So that will need to be addressed. Perhaps some change to the way slowing is implemented. Such as allowing 50% speed for a minimum of X meters or X seconds once a slope is recognized. Not really sure. Either that or they'll need to do a 'smoothing' pass on all the maps to remove unintended mini-walls.

However they do it, not quite making it all the way up an actual ridge/hill definitely is something they intended could happen. No matter how frustrating it might be to be -this- close.

So is the complete restriction of movement over highly enough sloped terrain. They don't want mechs climbing up a lot of things they used to, even at 1kph.

So I'm all for fixing the issues of getting stuck on small things you really shouldn't. But removing the hard limit, no matter how far dropped to a minimum of speed, is not something likely to happen. They did intend that.

Edited by Spades Kincaid, 02 July 2013 - 07:26 PM.


#42 Angel of Annihilation

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Posted 02 July 2013 - 07:30 PM

View PostSpades Kincaid, on 02 July 2013 - 07:20 PM, said:


That said, getting hung up on individual short/small bumps that your mech could pretty much lift it's leg and step up on shouldn't happen. So that will need to be addressed. .



This in effect is the just about the only issue I have with the new movement system. There is nothing more frustrating to be walking up a hill just fine, only to come to a screeching halt due to a tiny little ripple in the terrain.

The other issue I have it concerning JJs. Apparently this is something I hadn't noticed before but your forward momentum on JJs is completely dependant on forward velocity. If you run up a hill then reach a point where you can't move foward, as soon as your speed stops, all you can do is jump up and down vertically which doesn't really help you get over the hill. This is also an issue when your slowed as if your say slowed to 15-20 kp/h you end up having almost no forward momentum when using JJs. This really need changed.

What should happen is if you want to jump forward, you just jump and then push forward on your "W" key and wala the Jump Jet angle you forward at max thrust. Pretty simple fix and an overall improvement to Jump Jets in general.

#43 Delas Ting Usee

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Posted 02 July 2013 - 07:35 PM

I was in a brand new Victor...in river city...doing my thing when all movement got curtail by; get this, guard rail. One meant for human's rail. Didn't even reach my assault's ankles (if it had any) Then ALL MOVEMENT got stop by trucks on the road. What look like Tonka trucks at river city. WTF!?!

Again, NOT SURPRISE by PGI's LACK of quality control. So please take the FOUR months you usually use to fix this. This game continues to die a slow death and I really like it to. Sigh.

Edited by Delas Ting Usee, 02 July 2013 - 07:37 PM.


#44 Spades Kincaid

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Posted 02 July 2013 - 07:44 PM

Allowing directional use of JJ's is something that's been requested many times; aside from the new terrain changes. At least some forward/back. And I agree, it'd be really nice to have. Hoping it's something they get around to eventually. I think even if it's something they would/are considering, it's probably just not very high on the priority list.

So for now (and probably some time to come) will just have to keep using forward momentum for impetus and learn when you need to apply JJ's if you want to clear a crest.

#45 WM Jeri

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Posted 02 July 2013 - 08:02 PM

Try walking over the small bump outside the garage run on river city on lower side in a heavy or assault and watch yourself come to a halt. Not what was intended methinks.

#46 Victor Morson

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Posted 02 July 2013 - 08:46 PM

This needs to be addressed and repaired promptly.

If they back burner it like they've back burner weapons for months, people are not going to be happy.

#47 Funkadelic Mayhem

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Posted 02 July 2013 - 08:53 PM

This is not TT If you want TT rules go play TT or sit back and watch your TT mentality force everyone into the only other mech game. You know the one where you have to pilot a hot water heater and a refrigerator.

#48 Corvus Antaka

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Posted 02 July 2013 - 08:57 PM

I agree it can be a nightmare in a lot of hvy/assaults to clear tiny obstacles. even worse, 1 jumpjet will clear them with some momentum.

i love the concept, but to many tiny rocks & outcroppings are clipping and stopping movement completely in a way that feels somewhat "unnatural", some adjustment for small inclines would be great. overall though i have mainly noticed the vast imrpovement in gameplay, its a huge step in the right direction to push assaults etc into intended roles more and being caught ina bad position quickly becomes a nightmare.

#49 Unbound Inferno

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Posted 02 July 2013 - 09:01 PM

View PostVictor Morson, on 02 July 2013 - 06:10 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.

Ever hear of maximum angle for climbing? Jets are the best example, as they can't produce the lift to climb faster than a certain level before they stall and drop. Vehicles like trucks, cars and jeeps have a certain angle they can only go up - trains are extremely limited in that regard before they just don't have the power to push.

Mechs are no different than those most basic mechanics of physics.

I know this may be hard to grasp; but mechs are not rock climbers. They are vehicles.

What we are suffering is just a gaming limitation of perceived visualization against attempted physics. You are stumbling across a hill your engine cannot push you up. That is all, and you are right - its a wall. You hit a wall and can't climb that anymore.

Don't like it? I'm sorry, but you'll need to face the fact. That mech can't make it there.


Do I like how they've done it? No. The mechanics are shotty, the slowdown speed is too sharp, therre is no sense of momentum and there isn't any lenience to face situations that are frustrating you. I agree, if you got a good run and had enouhgg speed, you should clear some that you really shouldn't - probably with a balancing quirk and effect against aiming when you do - but its not there. They don't have it in the system at the moment.

I think they should work on it more, tweak it to get that, but you cannot tell me that there MUST be a minimum speed so you can climb that mountain where that Atlas shouldn't be. Keep it off that cliff I say and learn how to find the path you can take for now.

#50 Zaptruder

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Posted 02 July 2013 - 09:04 PM

This change stops a lot of pop and drops. It's a good change.

You want to move up hills? Find the right angle and the right egress points. There are little divots along the edge of the canyon tiers that you can cross over.

#51 Funkadelic Mayhem

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Posted 02 July 2013 - 09:06 PM

They are just mad they can’t go to the same spots on the same maps they go to each and every time. YA no more 80 ppc at E6 on alpine anymore! GOOD RIDDANCE!

Small minded players on big maps just dont mix! The over 30's are stale in life and are making this game stale also!

Edited by Funkadelic Mayhem, 02 July 2013 - 09:07 PM.


#52 Sephlock

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Posted 02 July 2013 - 09:09 PM


Edited by Sephlock, 02 July 2013 - 09:13 PM.


#53 Victor Morson

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Posted 02 July 2013 - 10:15 PM

View PostFunkadelic Mayhem, on 02 July 2013 - 09:06 PM, said:

They are just mad they can’t go to the same spots on the same maps they go to each and every time. YA no more 80 ppc at E6 on alpine anymore! GOOD RIDDANCE!


No, we're not. All of us veteran players are quite adept at map monkeying up hills even now, stupid as it is we have to do so. I can take any position I've ever had still, it's just some hoops to get there.

This system had the possibility to give mediums and such a massive edge - darting around the hills on Forest Colony in a manner way faster than slow assaults would be a great way to give the whole class a huge shot in the arm. Instead we have a bunch of invisible walls that the uninformed keep voting to keep because they think it'll somehow help them from getting murdered. (It won't.)

View PostFunkadelic Mayhem, on 02 July 2013 - 09:06 PM, said:

Small minded players on big maps just dont mix! The over 30's are stale in life and are making this game stale also!


I'm still curious what this "over 30's" thing you keep bringing up is. Are you seriously suggesting that anyone over 30 can't understand game balance? I mean.. I think that's what you're saying, but if it is, holy crap. Your problems go way deeper than MechWarrior.

Or you're just a kid going through a 70s phase and finding out about the "Don't like trust anyone over 30, man!" line.

Edited by Victor Morson, 02 July 2013 - 10:16 PM.


#54 TehSBGX

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Posted 02 July 2013 - 10:20 PM

View PostVictor Morson, on 02 July 2013 - 08:46 PM, said:

This needs to be addressed and repaired promptly.

If they back burner it like they've back burner weapons for months, people are not going to be happy.

Don't Worry, My hotfix sense is Tingling.

#55 Kylarus

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Posted 02 July 2013 - 10:39 PM

Keep the movement fix as is, take screenshots of where you get hung up on the maps. If it's stupid bits on maps that get you hung up, report the fixture with a screencap so they can get it fixed, like the Kappa point boundary on River City was fixed. If your problem is that you can't climb a hill, then boo-hoo. Get a lighter mech, jump jets or a new route. I like the new mobility fix, it makes it easier to keep vertical distance and terrain between me and other mechs.
Getting hung up near the top of a hill because you hit that one section you can't get up happens, find another route.

#56 PEEFsmash

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Posted 02 July 2013 - 10:44 PM

Good idea OP.

#57 Victor Morson

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Posted 02 July 2013 - 10:49 PM

View PostKylarus, on 02 July 2013 - 10:39 PM, said:

Keep the movement fix as is, take screenshots of where you get hung up on the maps. If it's stupid bits on maps that get you hung up, report the fixture with a screencap so they can get it fixed, like the Kappa point boundary on River City was fixed.


The only way to screenshot the problem areas would be to take an overhead shot of Canyon Network, coat most of the map in red and mark them "problem areas" and call it a day.

This is a universal system problem, not a map problem.

#58 Training Instructor

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Posted 02 July 2013 - 10:53 PM

View PostBladeSplint, on 02 July 2013 - 01:14 PM, said:

So basically you want them to undo the entire movement system they just put in?

Re-learn the maps properly, then you can start complaining.


That's a pretty low-iq statement you just made.

He's saying that if you can get up most of a hill, it shouldn't stop you at the very top when your mech could take literally one step forward and be in the clear. Nothing about his suggestion was radical. I played two matches last night before getting irritated at stopping fully because of some minor boulder in the road that counts as a big slope, even though my highlander could literally step over it.

#59 Rippthrough

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Posted 02 July 2013 - 10:59 PM

Perfect solution to all the small stuck/clipping spots that have suddenly arrived. Also solves the "Just landed on a 45* rock I could normally step over with JJ's and now can't move and OMFGWTFBBQALPHASTRIKED" moments.

Edited by Rippthrough, 02 July 2013 - 11:02 PM.


#60 Waking One

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Posted 02 July 2013 - 11:16 PM

There's some issues that need to be addressed but the system is solid and changed the game a fair bit. Only problem is again differentiating between the people with proper concerns about the game from the crybabies that can't play the easy way they used to. (as with every change)

sigh

As for my actual contribution: what i said a long time ago and will repeat forever: jumpjets should propel you forward every time.





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