But those of us who played MechWarrior 4 for years know that you could get up just about any terrain: Move side to side to get velocity, turn sharply and gun it - eventually you'll make your way up things. It never felt very good, and felt like obvious gaming the system more than any kind of simulation element. Living Legends had the exact same issue.
... so here comes MW:O, with it's awesome dynamic animation system that allows for this movement. It's really good and one of the big things MW:O
Let me first state I am in favor of the overall movement system. I think that by making Assaults go much slower up terrain, and lights go much faster up steep/rough terrain, you're effectively giving lights, mediums and even smaller heavies a huge advantage that they've needed for some time now!
For example, I think it would be awesome if a Centurion pilot would suffer only a 20% speed hit or some such on steep terrain, while a Atlas might take an 80% hit - now figuring in their typical speeds, that means the Centurion could outmaneuver an Atlas massively on a hill. That's awesome and the concept behind the speed system allows for that to happen.
That's not what's going on. The speed nerfs don't mean anything the way they are, other than "stuck spots." Effectively one of two things happen when you go up a hill and fail:
1: The hill ends up being just a tiny bit too steep, and your speed suddenly rushes to zero.
2: You hit a rock, pebble, slight mount of dirt that increases the angle by a degree too far, speed rushes to zero.
This feels less "I feel like I can't climb up this hill, it's too steep!" and far more "Gah, this stuck spot/invisible war is annoying and now I have to shake loose from it!" It's a working as intended feature that has the same level of frustration as one of the most annoying classes of bugs in gaming.
.... now back to the full circle part from the topic. A few defenders of this system that insist more terrain should act as walls for many non-JJ 'mechs (and thus "corridorify them"), because you can still climb hills "with skill." Namely, the same skill we used to get around MW4's technical limitations. Rocking side to side, turning, gunning your engine, repeating.
You've literally brought an awesome nextgen feature down to the problems of the 90s, and the more I think about it, the more frustrating it is. This should not be acceptable and we should not expect people to start adapting to "rock and turn" climbing tactics just "because."
...
Long story short, terrain accessibility by other classes of 'mechs have never been a problem. Mediums and other smaller 'mechs do need an advantage and I think the ability to climb surfaces far faster than assaults - while assaults are heavily penalized - is an awesome idea and has tons of potential.
I mean, picture if they add a map with more rolling hills, for example? Mediums and lights would absolutely shine as they go up and down the hills with a minimum speed hit, while the assaults struggle to keep up. We don't need to hard lock anybody to 0 on surfaces that should otherwise be climbable, however! Just reduce their speed!
PS: Before anyone (I expect people who didn't read the OP to post this anyway) starts complaining that I'm upset I can't drive my assault up hills, I've been doing the vast majority of my testing in a 100kp/h Trebuchet 7M. So no.
...
TL/DR:
GOOD - Massive speed nerfs the bigger you are going up steep terrain. Give mediums and lights a real edge on hills!
BAD - Steep (but climbable) terrain that will knock you to 0 abruptly for getting a degree off track, while being unable to get over terrain as high as your knee that's right in front of you.
UGLY - Honestly thinking this is acceptable because you can map monkey your way out of it. Really?
Edited by Victor Morson, 02 July 2013 - 08:20 PM.