

Mech Movement And Maps
#1
Posted 02 July 2013 - 07:57 PM
#2
Posted 02 July 2013 - 08:16 PM
#3
Posted 02 July 2013 - 08:21 PM
#4
Posted 02 July 2013 - 08:41 PM
#5
Posted 02 July 2013 - 09:03 PM
Edited by Steel Claws, 02 July 2013 - 09:04 PM.
#6
Posted 02 July 2013 - 09:48 PM
The system definitely needs tweaking, and I believe PGI will be very aware of this. Let's hope that any changes that need to be made (ESPECIALLY map changes) make it in before launch.
#7
Posted 03 July 2013 - 12:52 AM
#8
Posted 03 July 2013 - 01:27 AM
#9
Posted 03 July 2013 - 04:46 AM
I'm thinking you went just a little far on the slowdown/impossibility scale of inclines....
#10
Posted 03 July 2013 - 06:29 AM
Someone draw me a diagram how you imagine a mech using only legs would climb steep terrain, plain terrain without rocks or anything. Show me this without the joints being hyper extended or clipping and or the mechs knees in its chest.
I give the devs **** often but damn these arent tracked vehicles, they are bipedal and do rely on traction on a relatively low surface area.
#11
Posted 03 July 2013 - 07:55 AM
As it stands, you simply have to relearn the maps, and I know for a fact, that none of you could have done that in 1 day alone.
It will take time, lots because we are already so accustomed to the maps being how they were. Now any change to that, people immediately say !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!THIS SUCKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!.
Give it time before you come crying. I'm not saying it cant be a legitimate complaint, but 1 day is not enough time for a meta to develop. The entire map dynamic has changed, and people have to adjust before we can truly see anything.
#12
Posted 03 July 2013 - 08:12 AM
Braggart, on 03 July 2013 - 07:55 AM, said:
As it stands, you simply have to relearn the maps, and I know for a fact, that none of you could have done that in 1 day alone.
It will take time, lots because we are already so accustomed to the maps being how they were. Now any change to that, people immediately say !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!THIS SUCKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!.
Give it time before you come crying. I'm not saying it cant be a legitimate complaint, but 1 day is not enough time for a meta to develop. The entire map dynamic has changed, and people have to adjust before we can truly see anything.
Well to be fair, there are some issues outside of how the maps funnel you now. Third would actually help a lot with navigation through some places to see whats catching.
For instance, the twin towers for lack of a better term in upper city can "catch" light mechs running through it. I've made spiders have a really bad day by chasing them through it, even though it doesn't look like they are touching anything, they just...stop. There's also some collision with the railings near the broken ramp up to upper city that you can be "caught" on and watch your speed drop to 0.
JJs also need a hefty foward thrust to prevent them from getting trapped on some mountains in Alpine due to hover jets not giving enough lift to actually clear a small hill so once you start your hillhumping you slow to 0, stop, and can only jump vertically from there.
#13
Posted 03 July 2013 - 08:28 AM
This change makes the game worse, period.
Now, don't get me wrong - mechs shouldn't be climbing 80-degree slopes as seen on Alpine, but the current setup turns mechs into many-ton bowling balls that ROLL around vs. WALKING. The fact that a rock no higher than my Atlas's foot can stop it cold is nuts. The mech should be able to walk over that by lifting its feet, but the current setup only checks the slope angle, meaning the mech is basically stopped like a giant ball. It makes about as much sense as a human being unable to step over a phone book on the ground or climb a set of stairs because of the angle of intersection with the ground.
The end result is frustration. You have no idea if the terrain ahead will slow you to a crawl or stop you cold. Sure, some spots are obviously "no go," but many are not as obvious, and now instead of just watching for enemy mechs, you have to keep an eye open for little rocks and crystals that will drop your speed to nothing in the middle of the fight.
This setup heavily favors snipers and anyone who doesn't move, as does the vast restriction in open areas on the map where mechs can roll - I mean "walk" - if they want to close the distance. Do we really need something else that favors snipers?
Finally, getting stuck on terrain is a hallmark of sloppy programming, even if it was the "design intent." Stuff like this will turn away a new player since they'll just assume the game is riddled with movement flaws.
#14
Posted 03 July 2013 - 08:35 AM
#15
Posted 03 July 2013 - 08:46 AM
Superslicks, on 03 July 2013 - 08:35 AM, said:
The worlds smallest violin, i play it for thee!
#16
Posted 03 July 2013 - 09:19 AM
#17
Posted 03 July 2013 - 10:33 AM
Thontor, on 03 July 2013 - 09:12 AM, said:
The maps were all designed with these limitations in mind. They are now being played as intended, get used to it.
I don't buy that for a moment. Mechs are meant to get stuck at the top of hills and snagged on rocks the size of their feet? We're supposed to spend more time carefully navigating the maps, fearful of sudden speed drops and snags, then we spend actually looking for the enemy? We're supposed to be limited to about half of each map without jump jets? "Working as intended?" I doubt it, IMHO.
Again, mechs are NOT many-ton bowling balls, yet that is exactly how this "improvement" is playing out, with mechs basically rolling around the maps, getting stuck on the smallest of things. May as well all roll downhill and fight at the lowest point - or stay in one spot and fire a million PPC's at the targets - who are probably snagged on a pebble.
Edited by oldradagast, 03 July 2013 - 10:35 AM.
#18
Posted 03 July 2013 - 01:13 PM
Viper69, on 03 July 2013 - 06:29 AM, said:
Someone draw me a diagram how you imagine a mech using only legs would climb steep terrain, plain terrain without rocks or anything. Show me this without the joints being hyper extended or clipping and or the mechs knees in its chest.
I give the devs **** often but damn these arent tracked vehicles, they are bipedal and do rely on traction on a relatively low surface area.
The same way people do it perhaps....... Yes it slows us down, but it doesn't stop us.
#19
Posted 03 July 2013 - 01:24 PM
Thontor, on 03 July 2013 - 09:12 AM, said:
We were told that were there was snow we could go - this is not the case so I'd say not as intended. Sorry I play games to be entertained and have fun - to escape from reality for a while. Getting stuck on rocks and pot holes is not my idea of fun. Sure it's perhaps a little bit realistic but only in a modest way. The more you try to nerf this game out the more people will quit playing. It makes me sick to think of what this game could be and what it has become. This is not real life, this is not table top. If you want table top, go play it. More than 75% of my group refuse to play this game any more because it has become such a dumbed down game and they don't like the direction it's headed. Most have uninstalled. Our money isn't going here anymore, most have dropped serious cash on Star Citizen. Forum heros like you keep pushing the game in directions that most of us don't want it to go. Weren't you one of the ones that kept begging for a PPC boost?
Edited by Steel Claws, 03 July 2013 - 02:26 PM.
#20
Posted 03 July 2013 - 01:49 PM
There are a couple of instances that I encountered slopes that should have been passable, but were not.
The most obvious examples are in Cayon. I was walking in the river (in a Catapult) and could not get up the river bank by Kappa.The BANK... not one of the canyon sides, but the tiny little river bank. It was ridiculous that a 3-story mech could not step up a little 5' embankment. These kinds of issues need to be fixed. A mech should be able to "step up" a certain amount.
Additionally, in the River City there is the bridge that travels from Sigma (drop ship area) toward Kappa. Beneath that bridge is a path up the side of the river canyon. This is a path that is clearly intended to allow traversal up from the river to the right side of the bridge into the city. The textures seem to indicate this should be a walkable path. This path that was easily traversed is now impassible to large mechs.
There were several other instances I encountered (like getting caught on a building area in River City that should have let me walk up on or by) but I didn't note every single one. In my next set of games, I will try to take more screen shots of these areas, but the devs should be able to walk around the maps and see for themselves where these "impassible" areas should not be.
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