

The Movement Change Is Bad. Modify It A Bit And It Can Be Alright.
Started by AntiCitizenJuan, Jul 02 2013 07:52 PM
26 replies to this topic
#21
Posted 03 July 2013 - 02:56 AM
All in all I like the concept of this movement change, but (without re-posting everything I said here), it does need to be tweaked a little. It seems ... extreme ... at the moment.
#22
Posted 03 July 2013 - 03:03 AM
Agree with several other folks in this thread. I've actually managed to escape other light mechs in my spider because they can't simply beeline after me. They have to take less efficient paths, and it means that my Spider can actually escape a bad situation now. My Atlas, on the other hand, can't simply keep up with heavies and mediums now because it's got a big honking engine. A Dragon can actually put some distance between himself and I by bolting over a hill. My Cent feels suitably faster than the bigger mechs, and it feels good.
I feel certain things need to be looked at. I -almost- like the warbling over rocky terrain, as moving through rough terrain slowed you down in tabletop, and with a bit of tweaking I feel like it could be implemented reasonably here. It just needs some TLC. I do agree that the dead stop at 45 degrees is a bit rough, and it is easy to get stuck on certain maps now. My biggest problem with the movement changes is that it has ushered in a whole new era of sniper-focused builds because now people are afraid of the most basic mechanic in the game, and so build themselves to be turrets rather than battlemechs (even more so than before the patch).
The movement changes are good ones. Other stuff needs to happen before that really starts to show, though.
I feel certain things need to be looked at. I -almost- like the warbling over rocky terrain, as moving through rough terrain slowed you down in tabletop, and with a bit of tweaking I feel like it could be implemented reasonably here. It just needs some TLC. I do agree that the dead stop at 45 degrees is a bit rough, and it is easy to get stuck on certain maps now. My biggest problem with the movement changes is that it has ushered in a whole new era of sniper-focused builds because now people are afraid of the most basic mechanic in the game, and so build themselves to be turrets rather than battlemechs (even more so than before the patch).
The movement changes are good ones. Other stuff needs to happen before that really starts to show, though.
#23
Posted 03 July 2013 - 03:53 AM
Do you know what is funny... if TT is the guideline - mo mech should be able to climb more as 25°. thats the current maximum for standard rules - 12m height within 30m - must be 25° cold be wrong...but I don't think so.
The curious is it doesn't matter if you are a 25t Mech or 100t Mech - the 25° coun't for both of you. The only difference is - that a 100t Mech have to spend all of his momentum to get over that hill...a Atlas is not even able to cross a 12m hill within a single round. While the light Mech can climb much more.
The curious is it doesn't matter if you are a 25t Mech or 100t Mech - the 25° coun't for both of you. The only difference is - that a 100t Mech have to spend all of his momentum to get over that hill...a Atlas is not even able to cross a 12m hill within a single round. While the light Mech can climb much more.
#24
Posted 03 July 2013 - 04:52 AM
Ah...this 7/2nd patch is....not fun.
#25
Posted 03 July 2013 - 05:09 AM
i cant even climb a simple hill with my centurion? i dont even understand what was the meaning of this change? Mobility was never an issue, we were able to navigate with relative ease as long as its not a very steep hill. Now mech mobility has been nerfed with severity. Are we supposed to hit roadblocks everywhere in the map? Was it to buff jump jets? This is the worst gameplay change i've seen pgi did. **** ppcs this is much bigger problem imo. I was still playing and having fun while occasional alpha ruined my games. I aint gonna play it like this. Not fun at all.
#26
Posted 03 July 2013 - 05:10 AM
i almost wonder if they can make it so your engine size helps with the slope u can go up. standard atlas can go up a 20 degree slope, but with a 360 engine it can go up say a 30 degree slope now. all bearing some fancy equation the devs find balancing.
#27
Posted 03 July 2013 - 05:36 AM
Karl Streiger, on 03 July 2013 - 03:53 AM, said:
Do you know what is funny... if TT is the guideline - mo mech should be able to climb more as 25°. thats the current maximum for standard rules - 12m height within 30m - must be 25° cold be wrong...but I don't think so.
The curious is it doesn't matter if you are a 25t Mech or 100t Mech - the 25° coun't for both of you. The only difference is - that a 100t Mech have to spend all of his momentum to get over that hill...a Atlas is not even able to cross a 12m hill within a single round. While the light Mech can climb much more.
The curious is it doesn't matter if you are a 25t Mech or 100t Mech - the 25° coun't for both of you. The only difference is - that a 100t Mech have to spend all of his momentum to get over that hill...a Atlas is not even able to cross a 12m hill within a single round. While the light Mech can climb much more.
Your math is wrong, so let me quote myself ...
Max Liao, on 27 June 2013 - 10:09 PM, said:
As much of a TT 'nerd' as I am, I think the 45% boundary in MWO is right. In TT a 'Mech can climb 2 elevations levels ~12m per hex. A hex is 30m wide. However, a hex with a terrain feature is considered to be of the terrain that takes up the majority of the hex. For the ease of math and argument, we'll say that's 50%, or 15m.
In this case, PGI is letting you climb 15 vertical per 15 meters horizontal, while in table top it would be 12 meters vertical per 15 meters horizontal.
'Mechs should go slower when moving downhill, unless they are going to incorporate skidding/falling damage. This is inline with both tabletop and the nature of bipeds to need to focus more on balance (hence the use of the neurohelmet to transfer balance data to the gyro). A 'Mech going faster should be considered as falling and take appropriate damage - which can be considerable depending on the height of the fall.
In this case, PGI is letting you climb 15 vertical per 15 meters horizontal, while in table top it would be 12 meters vertical per 15 meters horizontal.
Yes, I know that in table top 'Mechs can climb sheer cliff faces of ~12m. Believe it or not, this is one of those extremely rare times when I feel the video game trumps tabletop and that PGI has - (in theory, we'll have to see how it pans out in game) - implemented this correctly.
'Mechs should go slower when moving downhill, unless they are going to incorporate skidding/falling damage. This is inline with both tabletop and the nature of bipeds to need to focus more on balance (hence the use of the neurohelmet to transfer balance data to the gyro). A 'Mech going faster should be considered as falling and take appropriate damage - which can be considerable depending on the height of the fall.
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