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New Movement System Wrecks Lights & Mediums It's Meant To Improve.


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Poll: Who does the movement system favor? (142 member(s) have cast votes)

Which group benefits most from the new movement system?

  1. Assaults & Heavies with JJs (40 votes [28.17%])

    Percentage of vote: 28.17%

  2. Heavy Mechs (6 votes [4.23%])

    Percentage of vote: 4.23%

  3. Medium Mechs (12 votes [8.45%])

    Percentage of vote: 8.45%

  4. Light Mechs (37 votes [26.06%])

    Percentage of vote: 26.06%

  5. There are no winnners (37 votes [26.06%])

    Percentage of vote: 26.06%

  6. Other (Explain) (10 votes [7.04%])

    Percentage of vote: 7.04%

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#41 Delas Ting Usee

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Posted 03 July 2013 - 07:09 PM

View PostArcturious, on 03 July 2013 - 02:30 PM, said:

I voted other. You missed a selection in your bias which is every mech benefits from this change. Heavies and assaults can now actually bottle neck passes in true Gandalf fashion.


Makes for VERY predictable encounters - which promotes boredom.

Edited by Delas Ting Usee, 03 July 2013 - 07:10 PM.


#42 BlightFang

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Posted 03 July 2013 - 08:35 PM

Yup. Those are some powerful rocks. Dustin Browder would be proud.

#43 Brilig

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Posted 03 July 2013 - 09:06 PM

I wish they had balanced movement based on weight instead of size. Might have been a decent buff to lighter weight classes if they can out perform heavier weight classes. Especially for mediums.

It could be nice for Mechs on the lighter end of each weight class too. If being on the low end made you faster, or more maneuverable than Mechs on the heavy end. You would have to break things up at 5 ton increments, but I think it is a decent idea.

#44 Victor Morson

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Posted 03 July 2013 - 09:09 PM

View PostDelas Ting Usee, on 03 July 2013 - 07:09 PM, said:

Makes for VERY predictable encounters - which promotes boredom.


Restricting paths instantly turns this from a MW game to a corridor shooter, at least, when it's highly restricted so that you cannot move over normal hills.

The old restrictions were fine.

I always loved Tourmaline Desert because you could climb those spires. Yes, a light should be able to go way up faster than an assault, but without climbing them, the map is now just boring where formerly it was unique and awesome.

#45 Storm Khan

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Posted 03 July 2013 - 09:37 PM

I don't see why the devs do not just apply a physics equation to determine slowdown. Given an angle of ascent/descent, weight of mech, power rating of engine in mech and gravity of the map/planet in question (possibly a couple of other factors like traction of terrain currently on) you should be able to get a near real simulation. Then if someone wants to argue its nerfed then we can all honestly ask "Are you smarter than Einstein? If not then quit whining." However, the collision system does seem screwed hence a pebble can stop giant war machines and mechs can pass thru each other given enough ramming speed and so on.

#46 HansBlix WMD

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Posted 03 July 2013 - 09:52 PM

View PostStorm Khan, on 03 July 2013 - 09:37 PM, said:

I don't see why the devs do not just apply a physics equation to determine slowdown. Given an angle of ascent/descent, weight of mech, power rating of engine in mech and gravity of the map/planet in question (possibly a couple of other factors like traction of terrain currently on) you should be able to get a near real simulation. Then if someone wants to argue its nerfed then we can all honestly ask "Are you smarter than Einstein? If not then quit whining." However, the collision system does seem screwed hence a pebble can stop giant war machines and mechs can pass thru each other given enough ramming speed and so on.


What do you think this is, some kind of combat simulator with a high fidelity, modern physics engine?

...

#47 Storm Khan

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Posted 04 July 2013 - 06:07 AM

View PostHansBlix WMD, on 03 July 2013 - 09:52 PM, said:

What do you think this is, some kind of combat simulator with a high fidelity, modern physics engine?

...


It would be nice. :D

#48 Budor

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Posted 04 July 2013 - 09:53 AM

I gave the new mechancis a spin for two evenings to get a feel for it and they suck. Game feels really bad now when you get "stopped" in your movement allthetime.

Im all for movement restrictions but not such massive speed drops and full halts esp. on the lights n meds.

Edited by Budor, 04 July 2013 - 10:03 AM.


#49 Fate 6

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Posted 04 July 2013 - 09:59 AM

They gave most of the heavies (except for the lighter Catapult and QKD, wtf) the same movement on hills as mediums. I'm not sure if they just hate mediums or just really love heavies.

I agree, they need to make it based on weight class. Not only is that LESS COMPLEX (why add more complexity to the game?), but it's more balanced as well. Then we won't have the Stalker on a smaller tier than the Victor.

#50 Blackadder

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Posted 04 July 2013 - 10:38 AM

SIgh, should have known, 3 deaths in a light due to spedbumps/autostops. Just revert the patch already, fix the endless number of issues, and put in something reasonable that does not reinforce running long range direct fire builds. Yet another poorly thought out game mechanic addition along the lines of ECM and others at the time of introduction, which does not take into account the potential issues. gota love the idea of creating fire lanes, and then throwing in random autostops so the PPC boats can get easier shots while having an easier time due to not having to worry about anything beyond the firelane they have to watch.

#51 Seddrik

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Posted 04 July 2013 - 11:06 AM

Not only does playing cause my ears to bleed (new, gonging clanging sounds are super loud), but I'm also starting to grind my teeth and walk away with a very bad mood. The new movement mechanic is horrid & game breaking for me. I used to hoot and hollar, win some lose some, talk about great matches... now its all frustration.

The speed drop by itself is excessively handicapping to all mechs, without even mentioning the pebbles of steel. Feels like driving a school bus (yes I have driven them before) rather than a Mech. This is not currently a cool Mech sim nor an exciting FPS... now its a slow motion torture device.

Restore the old movement mechanic please.

Edited by Seddrik, 04 July 2013 - 11:09 AM.


#52 Tor Gungnir

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Posted 04 July 2013 - 12:29 PM

Winners: Mechs with JJs.

Losers: Mechs without JJs.

Weight class doesn't matter.

Canyon Network in particular is such an unfun map now.

EDIT: Another thing that annoys me: Tiny little bumps in the "road" stopping me dead! I'm in a friggin' ATLAS for Cthulhu's sake! Surely it could just step over that little bump, but nooooo....

Edited by Tor Gungnir, 04 July 2013 - 12:31 PM.


#53 Lykaon

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Posted 04 July 2013 - 05:37 PM

View PostMystere, on 03 July 2013 - 07:56 AM, said:

Considering that my Spiders had a grand time last night shooting at the back -- or face, depending on position -- of Atlases and Stalkers desperately trying to cross terrain, I can surely say JJ-equipped lights were not wrecked by the movement changes.

I've never ever soloed an Atlas before in a Spider armed with only 4 machine guns and a medium pulse laser. Revenge was so sweet I could almost cry ( :)). Although I was probably helped by some nasty ammo explosions.

But I am sure this will only be temporary while people are still trying to get used to the changes.


You were also helped by using a spider and it's buggy hit detection.

#54 jakucha

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Posted 04 July 2013 - 05:43 PM

View PostVictor Morson, on 03 July 2013 - 09:09 PM, said:


Restricting paths instantly turns this from a MW game to a corridor shooter, at least, when it's highly restricted so that you cannot move over normal hills.

The old restrictions were fine.

I always loved Tourmaline Desert because you could climb those spires. Yes, a light should be able to go way up faster than an assault, but without climbing them, the map is now just boring where formerly it was unique and awesome.


You really want them to bring back SherpaMechwarrior? I was going to say, perhaps your issue was with the high damage pinpoint PPC alpha spam meta and not with the new movement mechanics, but if you want them to bring back the old style then I have to entirely disagree with you. Aside from the little bugs, I guess this is a matter of opinion but I doubt they'll remove the system, just fix it up.

Edited by jakucha, 04 July 2013 - 05:44 PM.


#55 Delas Ting Usee

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Posted 04 July 2013 - 06:21 PM

View Postjakucha, on 04 July 2013 - 05:43 PM, said:

You really want them to bring back SherpaMechwarrior? I was going to say, perhaps your issue was with the high damage pinpoint PPC alpha spam meta and not with the new movement mechanics, but if you want them to bring back the old style then I have to entirely disagree with you. Aside from the little bugs, I guess this is a matter of opinion but I doubt they'll remove the system, just fix it up.
Apparently you like stale, boring, predictable games with no tactical zest...and that's okay my ground hugging, corridor shooting friend. Seriously, I applaud what PGI is trying to do but their execution = epic fail (Come on, no one's really surprise though right?) They'll probably fix the bumps and whatnot like you said, hopefully it won't take them as long to fix it as say...ECM. Sept 17th is the date, and with three of their seven maps currently close to unplayable...I'm hoping for a hot fix. (then again not holding my breath either)

#56 Arcturious

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Posted 04 July 2013 - 08:12 PM

I probably shouldn't dip my toes back into the acid but here I go.

A few people here have claimed that the game is more predictable and "stale" now. Again, I have to argue the opposite.

Already some people are starting to adapt. I'm seeing teams make conscious decisions on Canyon on if they go east or west. 99% of the time they always went west from the south side. You could always cut east in the past if you had to. Now though, people are acting in different ways. More fights are occurring between D3 and C2 than I've ever seen before.

Not only that, but if you know the map well and the location of all the ramps you can actually surprise people who get complacent. I've taken my Stalker up onto the ridges and across the rock bridges, to flank the enemy who had no clue I could get there. Already a few players are starting to get complacent about the movement and not paying attention to ridges and flanks. If you know your way around the short cuts though, you can surprise them easily making for exciting matches.

In Winter City, I was in my QKD chasing a Cicada who was the last guy on the enemy team. He was heading in the general direction of B4, past the base of the drop ship. The rest of my team blindly tried to follow him. I remembered the terrain layout, made a quick judgment call and decided to use a few seconds to take the high ground at the top of the dropship. Knowing the ground flattened out on the other side and I could go at full clip to cut him off on his way to our base on the hill. While the rest of my team was slogging over the slopes in the city, I went the slightly longer but smoother route and caught up to him.

One match in Forest colony is memorable, as I was in a Jenner being chased by a fast catapult. I couldn't shake him but was coming up on the River and bridge crossing. I knew that I could probably clear the ridge, but that it was likely he would get caught up. I headed for the steepest bit I thought I could cross with him in pursuit. If he had realised where we were headed, he probably should have gone to the left or right and met up with me on the other side. But he had his sights set on me and slammed right up the hill after me. I just managed to crest the ridge and escaped down the other side. He ran out of steam and had to pull back unable to follow me. In past games before the patch I would have been dead. Instead I lived to the end of the game.

To be honest, I think if you are having difficulties with this patch you might want to load up the testing grounds and actually explore the maps again. Go find where you can safely cross. Find a place you got stuck on in a past game, and see where you could have chosen to walk instead that would have worked. Once you learn the map and know your way around you can turn that knowledge against your enemies, making for far more engaging encounters.

Edited by Arcturious, 04 July 2013 - 08:16 PM.


#57 Sahoj

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Posted 04 July 2013 - 09:01 PM

I'm not having any real problem in my medium chassis mechs who are designated as skirmishers/fire support. They still effectively do their job and are rarely slowed by terrain.

My new Dragon Slayer struggled at some points though and had to stack on jump jets to compensate.

Cheers,
Sahoj

#58 jakucha

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Posted 04 July 2013 - 09:19 PM

View PostDelas Ting Usee, on 04 July 2013 - 06:21 PM, said:

Apparently you like stale, boring, predictable games with no tactical zest


One could argue SherapaMechwarrior was exactly that. Like I said, it's opinion. However, I'm willing to bet most want the current change as long as it's not buggy.

Edited by jakucha, 05 July 2013 - 06:21 AM.


#59 Delas Ting Usee

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Posted 04 July 2013 - 10:36 PM

View Postjakucha, on 04 July 2013 - 09:19 PM, said:

One could argue SherapaMechwarrior was exactly that. Like I said, it's opinion. However, I'm willing to bet most want this sort of change as long as it's not buggy.
Agreed :)

#60 Jonathan Paine

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Posted 04 July 2013 - 11:40 PM

View PostVictor Morson, on 03 July 2013 - 03:10 PM, said:


You need more friends that drive mediums and heavies.

Also in your eyes.. Cartoon = Bipedal machines walking up hills. SIMULATION = Bipedal machines rocking back and forth scooting up hills.

So hardcore.


Ran:
Spider 5D with 8 jj - worked well, used terrain to survive encounters with Raven 3Ls
BJ 1 with 4 jj - managed to shake off non jj meds/heavies/assaults, patch increased survivability
Treb 7M with 5jj - great fun, clear advantage over pretty much ANY non jj mech
'Phract 3D with 4jj - ok, this felt like cheat mode! Loved how I could dictate distance vs non-jj mechs
HGN 733C with 4jj - top speed not quite high enough to gain advantage over quick heavies/meds/lights. Some advantage over stalkers/atlai/slow awesomes... but really not worth the 8 tons.

Subjective conclusion: Fast mechs with jump jets have clear advantages over non jump jet mechs.





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