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How To Climb 45°+ Slopes: Video Tutorial


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#21 DeadlyNerd

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Posted 03 July 2013 - 01:34 AM

aaaand this is the exact same thing I tried the moment I went to training grounds after patch.

I imagine PGI just implement a feature, test it just so it gives the desired results and ignore all other possibilities.

Reminds me of this

http://www.youtube.c...OhuuaYpg#t=111s

Edited by DeadlyNerd, 03 July 2013 - 01:36 AM.


#22 sj mausgmr

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Posted 03 July 2013 - 02:41 AM

So much for QA testing ....sigh.

#23 arghmace

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Posted 03 July 2013 - 03:06 AM

What's the problem here? That's exactly how it works in real life too. You approach the hill in an angle to make it less steep and easier to climb. All you lolling at PGI failing need to take some math lessons or maybe even go climb a hill yourself.

#24 Accursed Richards

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Posted 03 July 2013 - 04:14 AM

View Postarghmace, on 03 July 2013 - 03:06 AM, said:

What's the problem here? That's exactly how it works in real life too. You approach the hill in an angle to make it less steep and easier to climb. All you lolling at PGI failing need to take some math lessons or maybe even go climb a hill yourself.


Maybe so, but it also removes any actual point to the changes. PPC snipers can still get wherever they need to.

#25 Ralgas

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Posted 03 July 2013 - 04:32 AM

View PostAccursed Richards, on 03 July 2013 - 04:14 AM, said:


Maybe so, but it also removes any actual point to the changes. PPC snipers can still get wherever they need to.


Does it? Yes the heavier snipers can move forward but hill popers still have both a reduced rof and have to expose themselves for longer in a lot of cases

#26 arghmace

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Posted 03 July 2013 - 04:49 AM

I agree that getting stuck on little rocks is bad but otherwise scaling a steep hill in an angle makes complete sense so new players should realize it without reading it here in the forums.

Also I don't see how this removes the point of the change. Climbing is much more difficult and slower now even if you can zig zag your way up.

Edited by arghmace, 03 July 2013 - 04:50 AM.


#27 keith

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Posted 03 July 2013 - 05:04 AM

View PostHomeless Bill, on 02 July 2013 - 11:47 PM, said:

I've been holding out until they do something to make me happy. This system in a fully functional form might have done it, but this definitely isn't it. I need details on CW or balance fixes or something; I'm pretty worried with what this game is going to look like at launch.

I really want to buy the Phoenix 'mechs, but it's hard to justify when I can't tell whether or not I'll be around in October =/


agreed. i was thinking about it too, but this system seemed to be throw in in half assed. for them to fix and test it will be another month or 2... just because common sense told them a 100 ton mech hitting a 45 slope will stop right away:P or that random rock u come across while running or going backwards

#28 Cybermech

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Posted 03 July 2013 - 05:23 AM

come on guys, I agree with stating things that are wrong.
but the level of "pure fail" is just crazy.
like always I would give a good guess that this is just a holder, stats will be taking from heat maps.
then an updated version comes out, this would just be common sense to me.

its very easy to get around with most mechs, my only worry is that game play will have more defending the base.
since some people can't get around with walking at an angle :)

edit: lolz just read the post before me after posting... I swear :)

Edited by Cybermech, 03 July 2013 - 05:23 AM.


#29 MustrumRidcully

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Posted 03 July 2013 - 05:23 AM

View PostNarcisoldier, on 02 July 2013 - 11:15 PM, said:

Hey look, PGI screwed up again. Why is anybody still giving them money at this point?


Because we can.

No one stops us. :)

#30 Sprouticus

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Posted 03 July 2013 - 05:37 AM

View PostVictor Morson, on 02 July 2013 - 11:42 PM, said:


I was going to buy Project Phoenix this week.

I've said several times I'm buying it.

I'm now rethinking it. If they don't hotfix this crap because casual forum people who aren't even posting are voting for keeping it (purely on the IDEA of it, not how it actually works) - and a few that are posting are screaming how invisible walls = simulation.. I'm worried PGI might not correct this or even view it as working.

Given it literally nerfs mediums far worse than anything else (despite it's intent to buff them), simply because if you happen to turn onto a slight slope that's a TAD too high you'll find yourself limping at 30kp/h in under a second... something that isn't half as bad on an assault.. I've officially come to absolutely hate this implementation. At first I was just annoyed.


Due to "Real Life" I was not able to test last night. But I have a pretty good idea of how all of this works from various posts.

It does sound like it has a few bugs, but that is not unexpected. But to assume that everyone who disagrees with you and likes it is a 'casual' really makes very little sense.

Here is another thought Victor: Perhaps you are just in the minority on this one. Perhaps the game you want to play is just slighty different than what everyone else enjoys. Denegrating the opinions of others doesn't help your argument. It just makes you sound childish.

If you want to convince people, make good arguments as to why it should change (which you have done to some extent in other posts), AND LEAVE IT AT THAT.

#31 CrushLibs

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Posted 03 July 2013 - 05:59 AM

Canyon Network is almost unplayable. I had to walk 3 mins around the map to even find ONE spot to walk up in a Jegger.

#32 Maj Motoko Kusanagi

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Posted 03 July 2013 - 06:43 AM

Guys, you have to remember that a mech does not run on wheels and it is not sliding on the ground. A mech is a walking machine and so the coasting mechanic is not as pronounced as with, say, an XC bike. Imagine yourself running into a 60 degree incline on your daily jog....you too will come to an very quick halt. Bipedal mechanisms do not coast as well as wheeled or sliding mechanisms.

#33 Rotaugen

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Posted 03 July 2013 - 07:50 AM

Did this on Alpine this morning. My team did it too. The enemy team evidently didn't realize you could do it. They walked along the left side valley towards our base on the high side of the map, and we were lined up along the cliff. It was a slaughter.

#34 superbob

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Posted 03 July 2013 - 08:06 AM

There goes 2 months of coding work
  • 'mechs can still climb most hills
  • rocks and bumps instantly stop 'mechs
If QA didn't catch this, they deserve a pay cut. If they did, simply stating these as known bugs would've helped save face. I mean, in this particular case, PGI could play the beta card and say they're rolling out a half-arsed feature just to see if it works for everyone, even though it doesn't work 100% well yet. I'd be fine with that. If they openly asked beta players to test something. Instead they just dumped another bug into the game without telling anyone, making me wonder if they even knew what their code does.

#35 Braggart

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Posted 03 July 2013 - 08:17 AM

I'm suprised how few people have failed to figure that out.

Obviously a 45% angle is no longer 45% if you go at it from an angle. The travel time is longer(both because it is a longer distance, and you are going slower), and if in combat, it is not a valid way to try and get away.

working as intended. You still get extreme slow down, you cant hill hump like before.

Edited by Braggart, 03 July 2013 - 08:20 AM.


#36 Wreknar Temper

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Posted 03 July 2013 - 10:23 AM

View PostBraggart, on 03 July 2013 - 08:17 AM, said:

I'm suprised how few people have failed to figure that out.

Obviously a 45% angle is no longer 45% if you go at it from an angle. The travel time is longer(both because it is a longer distance, and you are going slower), and if in combat, it is not a valid way to try and get away.

working as intended. You still get extreme slow down, you cant hill hump like before.



Agreed, this is exactly how it's supposed to work folks. It is still heavily impacting your ability to "hill hump" and it severely limits tactical movement (note how long it took him to get up that hill at the gradient). Additionally, this is how real world works too, vehicles climb 45 degree slopes all the time in this very same fashion.

Bottom line here;

1. The change still heavily impacts, a mech's ability to walk up hills.
2. Sheer cliffs are still impassible.
3. High incline slopes require significant time and effort to ascend.
4. High ground tactical importance is still significantly increased.
5. JJ importance is still heavily boosted, esp for brawlers.

#37 Ngamok

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Posted 03 July 2013 - 10:32 AM

While it can be done, what it did do is stop the hill humping. You know who you people are. The ones that would hit the hill at 90 degrees till you cleared enough room to look over the ridge, see the target, and fire your PPCs and then slide back down, rinse and repeat. I see so many people doing this. This new system pretty much stops that from happening unless you want to keep the wall walking thing up which won't always work with the peek a boo thing.

#38 Mystere

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Posted 03 July 2013 - 10:46 AM

When was the last time people here have climbed up a hill?

This is how you do it in real life. As such, aside from the "pebbles of steel" being mentioned, this one is working fine as far as I am concerned.

Edited by Mystere, 03 July 2013 - 11:09 AM.






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