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Please Remove The Code That Makes Your Speed Zero When You Fall From Any Height.


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#1 Kunae

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Posted 02 July 2013 - 12:19 PM

This has been in since, I believe, knockdowns were removed.

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 MavRCK

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Posted 02 July 2013 - 12:51 PM

Agreed

#3 NinetyProof

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Posted 02 July 2013 - 12:54 PM

I don't think it's code to "make you stop" ... I think they fixed the code so that JJ's only give you upward lift. They don't apply carry-over-momentum at all.

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 Kunae

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Posted 02 July 2013 - 01:30 PM

View PostNinetyProof, on 02 July 2013 - 12:54 PM, said:

I don't think it's code to "make you stop" ... I think they fixed the code so that JJ's only give you upward lift. They don't apply carry-over-momentum at all.

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 Zyllos

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Posted 02 July 2013 - 01:43 PM

I agree with this.

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 MasterErrant

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Posted 02 July 2013 - 04:42 PM

View PostNinetyProof, on 02 July 2013 - 12:54 PM, said:

I don't think it's code to "make you stop" ... I think they fixed the code so that JJ's only give you upward lift. They don't apply carry-over-momentum at all.

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 Screech

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Posted 02 July 2013 - 04:47 PM

I wouldn't mind if they kept it in when you land hard, but it is annoying as hell to feather off a landing perfectly and still stall a bit.

#8 Kunae

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Posted 02 July 2013 - 05:36 PM

View PostZyllos, on 02 July 2013 - 01:43 PM, said:

I agree with this.

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 Homeless Bill

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Posted 02 July 2013 - 05:38 PM

I am Homeless Bill, and I support this message.

#10 Tennex

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Posted 02 July 2013 - 05:42 PM

put this in patch feedbak
http://mwomercs.com/...feedback-12229/

they actually read that forum

#11 Ransack

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Posted 02 July 2013 - 05:49 PM

Add my vote.

#12 krolmir

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Posted 02 July 2013 - 06:16 PM

I agree, I was running on my Jenner, stepped off a rock and hit 0. With the new mechanism in place I thought I was stuck, but I was running along a side hill. My legs had twisted a little as I stepped off, immediately ceasing all forward movement. By the time this all clicked, the enemy BJ and SPD had caught up. I was already spamming the JJ button, but again the no momentum monster was there, and I got wasted due to a poorly implemented mechanic. Light mechs do have it pretty rough right now, this just makes them nigh on impossible to pilot. The limits based on class need to be looked at for lights, especially when you consider half of them can't jump. Lights should be able to scale just about any hill, they are first and foremost scouts. So navigating terrain that is difficult, but offers a good vantage fits that role to a T. I'm not saying they should be able to climb a 45 degree grade with no speed penalties, but they should climb it nonetheless. Especially with seismic giving away our position as is. Having to scout from the same predetermined paths that an Assault Mech will navigate is senselessly deadly, having to deal with a speed loss because you dropped a few feet is that much more so. This diminishes the scout role, and the medium mechs role to a lesser extent. As the fast moving, chaos sewing chassis, they were meant to be.

#13 Tennex

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Posted 02 July 2013 - 06:20 PM

i've found that if you turn to the right or left, the 0 immediately goes away

#14 General Taskeen

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Posted 02 July 2013 - 06:26 PM

Meh, I think the landing affect can be improved for gyro-restabilization. Do people want more simulation aspects or not? The way it is now, is similar to MW:LL for landing, it just doesn't look or have the programmed realistic feel is all (where the legs bend down to take the landing and stand back up to re-stabilize).

#15 Funkadelic Mayhem

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Posted 02 July 2013 - 09:14 PM

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#16 Gaan Cathal

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Posted 02 July 2013 - 09:56 PM

This has been an issue for a while, but the movement change seems to be exacerbating it. Nothing is more annoying than running along flat terrain in a fast light and suddenly loosing speed because you stepped on a pebble.

#17 Rengakun

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Posted 02 July 2013 - 10:32 PM

They really need to change JJs to be like in MW:LL.

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 Otto Cannon

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Posted 02 July 2013 - 10:35 PM

I think JJ should launch you forward slightly as well as up. Most mech models show the jets angled anyway, and I think it would help vastly if you could use jets to get unstuck from hills. At the moment if you run towards a hill and time the jump slightly late you end up standing still and only able to jump directly up which is fatal in combat. If you could move forward at halfspeed by jumping I think it would be more realistic and useful without making jumpjets overpowered.

#19 Demuder

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Posted 03 July 2013 - 03:42 AM

I find it very annoying as the OP that when you fall from any height, your mech goes to zero. It is counter intuitive, but I believe that is only because you think of your mech walking and acting as a mere metal human body.

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.

#20 Rengakun

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Posted 03 July 2013 - 03:46 AM

View PostOtto Cannon, on 02 July 2013 - 10:35 PM, said:

-SNIP-

View Postdimstog, on 03 July 2013 - 03:42 AM, said:

-SNIP-

What about vectored JJs?





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