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Admit It... The New Hill Climb 'fix' Broke Your New Map


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#1 riverslq

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Posted 08 July 2013 - 04:04 AM

its yet another edition of one hand doesn't know what the other is doing.
no way for anything without jump jets to get anywhere til they get to the middle of the map.
right.
if i get this map with my atlas, ....
guess I'm playing my spider 30 seconds later.
not saying there should be ******* escalators everywhere, but itd be nice to have some kind of 'hill' to get up near the start.

oh yeah, and river city? that path up the hill near the bridge near upper start?
looks like a path, but you ain't getting up it.

be nice if you fixed the maps when implementing ****.

#2 Nunspa

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Posted 08 July 2013 - 05:27 AM

for the love of god..

learn to play...

I ran with my DDC and my illa last night...... adapt.

relearn the map, think ahead before you jump down into the water..

and yes I did just fine in Canyon.. we ran it 2 times

Edited by Nunspa, 08 July 2013 - 05:28 AM.


#3 Tsula

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Posted 08 July 2013 - 06:32 AM

Able to get my slow *** Stalker up on the hills in canyon. Look at the maps they gave out with the angles highlighted. Also take them at angle going up. Its just really learn and adapt to where and how u can go now. But the degree angle maps help alot.

Edit mark: Link for maps learn them it helps with understanding where and how you can move now. Failure to learn and adapt make is the root failure here. http://mwomercs.com/...ement-behavior/

Edited by tsula, 08 July 2013 - 10:02 AM.


#4 StalaggtIKE

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Posted 08 July 2013 - 06:35 AM

First night wasn't so bad. A week later and it felt like much hasn't changed.

Edited by StalaggtIKE, 08 July 2013 - 06:36 AM.


#5 MoonUnitBeta

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Posted 08 July 2013 - 06:51 AM

It’s a great addition, but nothing has changed much, except that now I don’t have to shoot PPC’s or AC’s at the top of the tourmaline crystals, and I have to walk around reasonable inclines.
In terms of adding a sense of realism, it does a good job. It requires you to be more aware though of the map now. It’s all a good thing.

I think Canyon is a more interesting map now. Before, everyone took the high ground, and now I’m seeing two atlases going up the ramp near theta, a couple going left, some right. And most fights are down below rather than all on top where snipers are. There’s a lot more brawling going on (which is finally nice to see).

The only con is that your speed drops too quickly, and jump jets don’t push you forward when you’re at a standstill. But as long as you use jumpjets before you slow down you’ll be fine.

#6 Bilbo

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Posted 08 July 2013 - 08:55 AM

View Postriverslq, on 08 July 2013 - 04:04 AM, said:

its yet another edition of one hand doesn't know what the other is doing.
no way for anything without jump jets to get anywhere til they get to the middle of the map.
right.
if i get this map with my atlas, ....
guess I'm playing my spider 30 seconds later.
not saying there should be ******* escalators everywhere, but itd be nice to have some kind of 'hill' to get up near the start.

oh yeah, and river city? that path up the hill near the bridge near upper start?
looks like a path, but you ain't getting up it.

be nice if you fixed the maps when implementing ****.


All the maps are actually now working as their designs intended. There is nowhere I could get to on the Canyon map before that I cannot get to now. I just have to take a different route with no JJ's equipped.

#7 Bagheera

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Posted 08 July 2013 - 09:05 AM

Canyon is 1000% more interesting to play with the new incline code. Overall there's some quirks/issues with small obstacles and some tuning to be done, but for the most part there is very little you could get to before that you cannot get to now - even in Alpine and Canyon.

Edited by Bagheera, 08 July 2013 - 09:05 AM.


#8 Kibble

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Posted 08 July 2013 - 09:07 AM

testing testing testing on where to go. I have been going all over the place to find good paths and yes I have paid for it by going the not so good ways lol.

#9 Angel of Annihilation

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Posted 08 July 2013 - 09:26 AM

I usually use JJ equiped mechs personally but I definately have to admit that Canyon needs alot more goat trail ramps up to the top for gound bound mechs to use.

Also many of the other maps need to be smoothed out as there are too many small little humps in the land that should be able to be virtually stepped over that apparently have a greater than 45 degree slope and will stop you cold in your tracks.

Additionaly, while JJs do give a mobility advantage, like they should, the new movement is hell on them Apparently JJ forward momentum is completely dependant on how fast you were running across the ground prior to using the JJs rather than having any forward thrust of their own. This means that once you slow down too much or come to a stop on a hill, JJs become useless because they will only lift you straight up. I can't count the number of times I have been completely stuck on the very cusp of a hill trying to rock myself off the edge and get some momentum in any direction as I got my butt shot off.

Basically there is nothing wrong with the new moment system in general, however it needs alot of tweaks.

1) more ramps on certain maps
2) smooth out the the little humps in terrain
3) have jump jets actually have forward thrust when you press forward (novel idea I know and you would think this would already be the case but it is not).

#10 FrDrake

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Posted 08 July 2013 - 09:30 AM

Times like these I wish they had a "dislike" button on their forums. Canyon is like 10x more interesting now that this change is in place, not just another sandbox everyone trudges to the middle of to shoot it out. Movement and tactics are prominent with it than without it.

@ OP about river city, following the path up the hill sideways and you go right up.....don't charge the slope head on.

Edited by FrDrake, 08 July 2013 - 09:31 AM.


#11 A Man In A Can

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Posted 08 July 2013 - 12:48 PM

Or if you get stuck going straight up anywhere...WIGGLE...aka turn right or left back and forth. Only IF you cannot get where you want to go even doing that, the devs don't want you using that place to go where you want. Find another route. On canyon alpine or river city there are other routes to get to where you want, even in a snail slow stalker so buck up.

Alternatively, you can note down where you are getting stuck by a pebble and pass it to the map crew. There is an official post about this.

http://mwomercs.com/...ost__p__2517259

Edited by CYBRN4CR, 08 July 2013 - 12:53 PM.


#12 ecued

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Posted 09 July 2013 - 02:12 AM

i can understand that some of the mechanics had to be changed, like in tourmaline, going up on those crystal protrusions shouldn't be possible. canyon is a very different story though. i dont think you should be able to get up every where like before, but its rough now for the heavys and assaults. the really bad part about this last update is the fact that all terrain features have a fly paper like quality to them. graze a cliff or building, and your speed is greatly reduced, i have even gotten stuck a few times, and its cost me my mech.

its understandable that players get upset to any change in a game. we invest our time and money into a venture. in todays video games, account development can be a multi-year experience. developers need to realize this. its not to tough to put up a test server, send out monthly passes to players who have logged the most gaming hours, implement changes there, take them out for a drive by players, then decide whether or not its a good update. the way the sytem is now, the feed back is post patch, wait to see the percentage of negetive feed back, if its with in acceptable parameters, then forget it, if it percists, get it in the next patch. it would be nice for a change to see a smart developer incorperate player feed back before changes are made, but i fear that gaming company only exixts in my mind.

Edited by ecued, 09 July 2013 - 02:15 AM.


#13 5th Fedcom Rat

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Posted 09 July 2013 - 04:27 AM

Only thing I don't like is lights get stuck or glitched to hillsides far more easily now, which is usually a death sentence.

As for canyon... well, I don't like the map now as much as I used to but I still need to play it more to see what interesting things happen.

#14 SkkyHigh

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Posted 09 July 2013 - 05:00 AM

I admit it's frustrating at first and when you get stuck on stuff, but it does add a nice new demension to the levels. JJs are now more usefull then just poptarting and having to watch your step so you dont fall into the water or canyon makes it all the more interesting.

#15 Lucian Nostra

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Posted 09 July 2013 - 05:15 AM

really like the change now that I've played it more. really gives jj's a strategic use. I love jumping over hills to escape an enemy or jumping up the and using my arm weapons to wreck a torso weapon mech. before they would of just charged up after me

#16 JovialJovian

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Posted 09 July 2013 - 05:43 AM

View PostViktor Drake, on 08 July 2013 - 09:26 AM, said:

...Also many of the other maps need to be smoothed out as there are too many small little humps in the land that should be able to be virtually stepped over that apparently have a greater than 45 degree slope and will stop you cold in your tracks....


The caldera in Caustic Valley is a great example of this - some of those ankle-high rocks have the potential to stop a heavy mech cold in it's tracks. Also some small terrain on Caustic, Forrest Colony and Alpine will prevent a mech from backing up at all - even if you can run over them without slowing down while going forward. Overall I like the change but some attention needs to be paid on the smaller terrain that should not be impeding movement at all.

#17 C E Dwyer

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Posted 09 July 2013 - 05:46 AM

just takes a bit of brain power and some trig to get where you want to go, if you just run 90 degrees at a steep ramp you are going to fal short of the top..

There are seriously very few places you can't get up that you could before just takes inteligence to work out how

#18 Lotarr

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Posted 09 July 2013 - 07:12 AM

The new climb changes are ridiculous, you have broken the map balance, as they were not designed with this idea in mind. The maps would have been made differently with more places to climb. Please fix this as you are ruining a good game. Why don't you concentrate on less disconnects and only getting 7 or even 6 team mates in a match against 8. There simply was not a problem to fix, if it is not broken don't try to fix it.

#19 Ridersofdoom

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Posted 09 July 2013 - 07:35 AM

you can walk on an inclination of 45 degrees or a little more with a sideways movement as zigzag or slalom, i did this on alpine and canyon maps, but that should be a secret.

Edited by Ridersofdoom, 09 July 2013 - 07:36 AM.


#20 Stoicblitzer

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Posted 09 July 2013 - 07:38 AM

i'm inclined to disagree with OP. however, i'm not sure you should go 0kph, maybe 5kph is a nice minimum to prevent getting stuck.





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