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Stopped By Rocks


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#1 Void2258

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Posted 05 July 2013 - 12:29 PM

The new velocity cutbacks on steep terrain are doing what they are intended to do: stop people from walking up shear cliffs. But they are also failing hard on cosmetic rocks. The rocks have "shear faces", so just randomly your mech will completely stop for no good reason, and it turns out you hit a rock. A rock smaller than my foot should not be able to stop me, but right now, it can. And that is ludicrous.

Edited by Void2258, 05 July 2013 - 12:30 PM.


#2 Roland

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Posted 05 July 2013 - 12:45 PM

Heh, I ran into this on Caustic. When the map started, someone said, "BEWARE OF THE TINY STONES!" and sure enough, my Atlas got hung up multiple times on what were essentially just pebbles sitting around in the open on that map. It was pretty messed up.

#3 General Taskeen

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Posted 05 July 2013 - 12:49 PM

Tehehe, sounds bad. Hopeully its hot-fixed or fixed in next patch.

Edited by General Taskeen, 05 July 2013 - 12:50 PM.


#4 VitaminAcid

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Posted 05 July 2013 - 12:52 PM

i agree that they should have implemented something to stop running up 70 degree cliffs, but its a little extreme, right now there are 3 maps that have huge cliffs and mountains, canyon is incredibly hard to flank or escape now, alpine only has a few ways you can go and if a light mech runs to cap there is no possible way of making it back intime running around all the mountains, and tourmaline has those huge rock formations that you cant climb now, so they are just in the way and get you stuck.

#5 Seddrik

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Posted 05 July 2013 - 12:54 PM

While I understand the intent for not climbing sheer walls... the fact that maps only have so much space, and they made the terrain so that you could get different positions, flank, get altitude advantages, etc.... now its just like playing TRENCH warrior online instead of mech warrior online.

It was enjoyable and thrilling to have all the different terrain before. Now... its tedious and annoying. They robbed the game of a lot of the mobility, versatility, and tactical movement...any grounded mech feels like a sluggish bus driving through a swamp instead of a mobile, sophisticated mech that can walk, step over, and climb things.

Edited by Seddrik, 05 July 2013 - 12:55 PM.


#6 keith

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Posted 05 July 2013 - 12:54 PM

i love the idea of this patch. i want to see some real maps make use of it. have 2 different ways to go, 1 with a nice long hill with a 20 degree slope slowing u down or a quick tunnel that u see nothing that pops u right into the enemy fire line because they know u are coming that way. hey i don't have the pgi vision i'm just a gamer of 15 years:P

#7 General Taskeen

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Posted 05 July 2013 - 12:56 PM

Alpine really does a need a tunnel. Hell, make a mining tunnel straight through the middle of it. It'll introduce a new mining meta combat area, lulz.

#8 Allen Ward

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Posted 05 July 2013 - 01:52 PM

View PostSeddrik, on 05 July 2013 - 12:54 PM, said:

...any grounded mech feels like a sluggish bus driving through a swamp instead of a mobile, sophisticated mech that can walk, step over, and climb things.

I think that's what mechs are...sluggish hunks that can walk and step over smaller stuff...but climbing? Their speed only comes from their size and the huge distance they cover when they make a single step forward compared to humans. That doesn't mean all of them are agile and able to move like humans can...I have a hard time now in my Atlas...but it feels like Mechwarrior for the first time, not Metal Free Climber.

Edit: Smaller rocks in the ground should NOT count as steep terrain...that's crap and again shows how absolutely naive and ignorant the programmers at PGI are...I wonder if they do any testing themselves?

Edited by Allen Ward, 05 July 2013 - 01:54 PM.


#9 Pinselborste

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Posted 05 July 2013 - 04:42 PM

yeah, 100 ton mech gets slowed down by rocks that wouldnt even slow down a human, PGI at its best.

#10 El Bandito

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Posted 05 July 2013 - 04:43 PM

View PostVoid2258, on 05 July 2013 - 12:29 PM, said:

The new velocity cutbacks on steep terrain are doing what they are intended to do: stop people from walking up shear cliffs. But they are also failing hard on cosmetic rocks. The rocks have "shear faces", so just randomly your mech will completely stop for no good reason, and it turns out you hit a rock. A rock smaller than my foot should not be able to stop me, but right now, it can. And that is ludicrous.


L2Z. Learn to zigzag. :D


Until PGI fixes it anyway.

#11 jakucha

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Posted 05 July 2013 - 04:44 PM

View PostPinselborste, on 05 July 2013 - 04:42 PM, said:

yeah, 100 ton mech gets slowed down by rocks that wouldnt even slow down a human, PGI at its best.


If a rock is big enough for you to notice in your mech, it would in fact slow a human down if he had to directly pass over it, try again.

Edited by jakucha, 05 July 2013 - 04:46 PM.


#12 Deathlike

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Posted 05 July 2013 - 04:56 PM

Damn that Pebbles!



#13 Pinselborste

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Posted 05 July 2013 - 05:28 PM

View Postjakucha, on 05 July 2013 - 04:44 PM, said:



If a rock is big enough for you to notice in your mech, it would in fact slow a human down if he had to directly pass over it, try again.


there are rocks smaller than a toe of a jenner and they still slow you down, wich is about the size of a basketball, dont think it will stop you :D

#14 OneEyed Jack

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Posted 05 July 2013 - 06:21 PM

And to make matters worse, they set your movement to zero, so you can't even hop over with JJs once you stop. :D

Not only do they seriously need to fix the small rocks or ankle-high ridges stopping mechs, but I think they need to simply bump all of the angle numbers up. As is, there are simply too many places that we were intended to be able to go that we now can't. Besides, the whole idea of mechs over vehicles is that they are supposed to be able to handle terrain better. 45 degrees max? Why even have legs instead of tracks at that point?

#15 Kaspirikay

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Posted 05 July 2013 - 07:24 PM

Guys, this is now super real simulation. This is exactly what will happen IRL if we make bipedal walking mechs. I'm serious.

#16 BadWolf81

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Posted 05 July 2013 - 07:26 PM

View PostOneEyed Jack, on 05 July 2013 - 06:21 PM, said:

And to make matters worse, they set your movement to zero, so you can't even hop over with JJs once you stop. :D

Not only do they seriously need to fix the small rocks or ankle-high ridges stopping mechs, but I think they need to simply bump all of the angle numbers up. As is, there are simply too many places that we were intended to be able to go that we now can't. Besides, the whole idea of mechs over vehicles is that they are supposed to be able to handle terrain better. 45 degrees max? Why even have legs instead of tracks at that point?


This really shows how bad we need vectored JJ's, if we had those then I could see using an assault with JJ's as it is right now you hit something and drop to 0. All your JJ's will do is make you go straight up now.

#17 Fiona Marshe

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Posted 05 July 2013 - 07:34 PM

View PostGeneral Taskeen, on 05 July 2013 - 12:56 PM, said:

Alpine really does a need a tunnel. Hell, make a mining tunnel straight through the middle of it. It'll introduce a new mining meta combat area, lulz.


If you have a look at the mountain end of town, there is a downramp into an underground tunnel, so there's already provision for one. Just needs to be added by the mapping team between other projects.

#18 Fooooo

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Posted 05 July 2013 - 09:33 PM

View PostFiona Marshe, on 05 July 2013 - 07:34 PM, said:


If you have a look at the mountain end of town, there is a downramp into an underground tunnel, so there's already provision for one. Just needs to be added by the mapping team between other projects.


I've seen that, there is I think 2 or 3 of them.

However I think this was initially done as just a visual feature. No real intent to do a tunnel in the future.


They should do it tho. :)

#19 Kanatta Jing

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Posted 05 July 2013 - 09:40 PM

This is the thread for people to complain about walking around obstacles?

What are these rocks that stop you? Screen cap them and show us these rocks so that people can tell you that it working as intended or not.

Let us judge.

#20 The Strange

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Posted 05 July 2013 - 09:48 PM

I haven't had this issue with my Jager, Cataprhact, or any of my lights. Smallish rocks don't seem t effect me much at all. Maybe a 4 kph decrease while I get over it.





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