

Please Remove The Code That Makes Your Speed Zero When You Fall From Any Height.
#1
Posted 02 July 2013 - 12:19 PM
It has been a persistent problem for all mechs, but especially any that use JJ's, where your speed on landing is set to zero. This creates situations where you get stuck on terrain, in a perpetual falling-loop.
With this new patch, it appears to be dramatically worse, due to the movement changes.
Could we please remove the "speed to zero on landing" feature, for a month or so, to see how it helps smooth out game-play, and reduce "stuck" instances?
#2
Posted 02 July 2013 - 12:51 PM
#3
Posted 02 July 2013 - 12:54 PM
The only reason a Mech moves forward, or backward, is because their feet are touching the ground and some sort of pressure is being applied. If the feet are no longer touching the ground, you will quickly lose forward (or backward) momentum. I believe what they did was to divest JJ's from having any effect what-so-ever on this momentum.
Same with when your feet actually touch the ground ... that is stationary pressure. If you are stopped, and can't move forward, applying forward pressure is not going to do anything.
Working as intended I believe. The only gripe that seems to be valid is just how *fast* momentum is lost ... that *is* something they can tweak easily.
#4
Posted 02 July 2013 - 01:30 PM
NinetyProof, on 02 July 2013 - 12:54 PM, said:
The only reason a Mech moves forward, or backward, is because their feet are touching the ground and some sort of pressure is being applied. If the feet are no longer touching the ground, you will quickly lose forward (or backward) momentum. I believe what they did was to divest JJ's from having any effect what-so-ever on this momentum.
Same with when your feet actually touch the ground ... that is stationary pressure. If you are stopped, and can't move forward, applying forward pressure is not going to do anything.
Working as intended I believe. The only gripe that seems to be valid is just how *fast* momentum is lost ... that *is* something they can tweak easily.
They didn't add this this patch. This patch, however, really brings this to the fore.
The existing mechanic was that every time you have any sort of air-time your momentum(speed for these purposes) is cut to zero as quickly as possible.
They need to provide mechs with actual momentum, rather than this artificial mechanic. Once airborne, the only thing which should be affecting your momentum is air-resistance. If you're airborne and horizontal for a full burn of JJ's, your speed/momentum should not be zero when you land.
#5
Posted 02 July 2013 - 01:43 PM
Anytime your mech falls, either from jump jetting or falling, the forward momentum should be retained in some reduced form or fashion. Maybe based on how much forward momentum you retained?
So if you just plainly fall from a high height, your forward momentum will be basically 0 while falling from short distances would only lose a little bit of momentum.
If you just completely burn your jump jets for the entire duration in one go, your forward momentum should be reduced, but if you only burn your jump jets in small increments to retain forward momentum, you should retain most of it.
#6
Posted 02 July 2013 - 04:42 PM
NinetyProof, on 02 July 2013 - 12:54 PM, said:
The only reason a Mech moves forward, or backward, is because their feet are touching the ground and some sort of pressure is being applied. If the feet are no longer touching the ground, you will quickly lose forward (or backward) momentum. I believe what they did was to divest JJ's from having any effect what-so-ever on this momentum.
Same with when your feet actually touch the ground ... that is stationary pressure. If you are stopped, and can't move forward, applying forward pressure is not going to do anything.
Working as intended I believe. The only gripe that seems to be valid is just how *fast* momentum is lost ... that *is* something they can tweak easily.
that;'s what they apparently did it's not how it should work though.it is aftersall a system designed to allow you to hop over obsticles with out stopping...
#7
Posted 02 July 2013 - 04:47 PM
#8
Posted 02 July 2013 - 05:36 PM
Zyllos, on 02 July 2013 - 01:43 PM, said:
Anytime your mech falls, either from jump jetting or falling, the forward momentum should be retained in some reduced form or fashion. Maybe based on how much forward momentum you retained?
So if you just plainly fall from a high height, your forward momentum will be basically 0 while falling from short distances would only lose a little bit of momentum.
If you just completely burn your jump jets for the entire duration in one go, your forward momentum should be reduced, but if you only burn your jump jets in small increments to retain forward momentum, you should retain most of it.
Thanks, that's exactly what I'm talkin about.

#9
Posted 02 July 2013 - 05:38 PM
#10
Posted 02 July 2013 - 05:42 PM
#11
Posted 02 July 2013 - 05:49 PM
#12
Posted 02 July 2013 - 06:16 PM
#13
Posted 02 July 2013 - 06:20 PM
#14
Posted 02 July 2013 - 06:26 PM
#15
Posted 02 July 2013 - 09:14 PM

#16
Posted 02 July 2013 - 09:56 PM
#17
Posted 02 July 2013 - 10:32 PM
In MechWarrior: Living Legends, Jump Jets can be vectored. It works something like this:
Hold space to activate JJs, then use WASD to move/strafe in the direction you want. JJs were very powerful (Fast) and generated a lot of heat. Screen shake also made it almost impossible to poptart.
I really liked the JJs from MW:LL. Do you think MW:O could use something like that?
#18
Posted 02 July 2013 - 10:35 PM
#19
Posted 03 July 2013 - 03:42 AM
It is not. It is a metallic, articulated machine that follows slightly different rules when moving.
To better associate with that, imagine walking or running, then stepping over a one foot ledge. No matter what you do, the moment you touch ground, you will decrease your speed. In fact, it's because of your momentum, that your legs will decrease your speed but compensate by another couple of steps forward to minimize the stress on your knees (absorbing the extra kinetic energy from the fall) before you start moving forward again at your previous rate. To better accentuate the feeling, put on a very heavy backpack on your back. You will know what I am talking about if your ever have gone camping, with a backpack on your back, even getting down from small ledges is suddenly a thought process. In fact, you find it more difficult to continue moving forward after stepping off the ledge and you are more actively trying to stop yourself before continuing forward. The only reason you continue to move forward after that is to minimize the stress on your musculoskeletal system. If the load is big enough, you essentially stumble after every little ledge.
In fact, the proverbial "hit the ground running" is much more difficult than "hit the ground flexing your knees to absorb the fall".
Now let's look at a mech. It has knees, but they are made of metal and it has muscle like devices. They are mechanical, they have a breaking point but they do not feel pain. The easiest way to connect with the ground after falling from a height is to steadily plant the mech in the ground, absorbing all energy in the "knees", calf and thigh "muscles". As long as the forces exerted do not exceed the breaking point of those components, this is the most effective and easy way to stabilize. Since mechs carry a lot of weaponry (a very large backpack) the only way to stabilize after falling from a height, is stop themselves, then continue forward. It's counter intuitive, but only when you picture the mech as a simple person, if you picture it as a soldier carrying a backpack and machine gun and a helmet and several pounds of ammo, suddenly the intuition changes.
I totally agree on JJs giving forward and not just upward thrust though.
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