

Didnt Bother Fixing Movement Penalties Huh?
Started by Sir Ratburger, Jul 16 2013 12:07 PM
11 replies to this topic
#1
Posted 16 July 2013 - 12:07 PM
Its more of a rant than anything else I guess but I was really disappointing that they did not even touch the horrible movement penalties when going uphill in the new patch. its something that really needs looking into in my opinion.
Really glad the ppc's have extra heat now when firing more than two... the heat increase for dual ac20s are a bit over the top though.
Really glad the ppc's have extra heat now when firing more than two... the heat increase for dual ac20s are a bit over the top though.
#2
Posted 16 July 2013 - 12:12 PM
They could work on fixing High Alpha nerfs, or doing movement tweaks. Both was not an option.
#3
Posted 16 July 2013 - 12:14 PM
Really? I like the movement. Hmmmmm
#4
Posted 16 July 2013 - 12:16 PM
The movement penalties are here to stay. They are working on smoothing over the small obstacles that really shouldn't affect you.
#5
Posted 16 July 2013 - 12:19 PM
Howdy Doody, on 16 July 2013 - 12:14 PM, said:
Really? I like the movement. Hmmmmm
Dunno, got to disagree with ya on that one. its made it very hard to run around in lights because you get stopped on every slope and its made it hard for bigger mechs because they are just too slow to get up hills... well there is a way but you have to zig-zag up it which takes ages and is more annoying than fun. even if you have jumpjets you get get stuck in one place when going up a hill because the jump jets don't have forward motion so you end up bobbing up and down in the same place.
It pretty much sucks in every way that I can see.
#6
Posted 16 July 2013 - 12:22 PM
Pro Tip: Pay attention to where you are going... you won't hit things that way.
#7
Posted 16 July 2013 - 01:35 PM
I do find jump jets lacking forward velocity to be a poor design choice.
What this means to those who do not know what I am talking about is..
You run forward and jump moving along the trajectory of your land movement if you happen to land on a grade of slope that you can not traverse using land movement you have your forward velocity reduced to zero (even though your throttle stays set to 100%)
Firing jump jets again to clear the obstruction only give vertical lift since your mech had zero ground velocity.
This of course means you get stuck and can't jump to dislodge yourself you need to walk down the slope to get moving again.
But since your throttle was still set to 100% with 0 forward velocity you need to first drop throttle to 0 then turn out of the incline and reaccelerate to free your mech from the toe trap it stepped into.
If jump jets had their own velocity seperate from a mech's ground movement this would not be an issue.
P.S. it's also funny to have a mech slowed down by running up hill but have no impact what so ever when running at 100+ kph in waist deep water.
What this means to those who do not know what I am talking about is..
You run forward and jump moving along the trajectory of your land movement if you happen to land on a grade of slope that you can not traverse using land movement you have your forward velocity reduced to zero (even though your throttle stays set to 100%)
Firing jump jets again to clear the obstruction only give vertical lift since your mech had zero ground velocity.
This of course means you get stuck and can't jump to dislodge yourself you need to walk down the slope to get moving again.
But since your throttle was still set to 100% with 0 forward velocity you need to first drop throttle to 0 then turn out of the incline and reaccelerate to free your mech from the toe trap it stepped into.
If jump jets had their own velocity seperate from a mech's ground movement this would not be an issue.
P.S. it's also funny to have a mech slowed down by running up hill but have no impact what so ever when running at 100+ kph in waist deep water.
Edited by Lykaon, 16 July 2013 - 01:38 PM.
#9
Posted 16 July 2013 - 03:38 PM
High Alpha Strike bulids were more in need of fixing than movement up 46 degree hills (or small rocks).
I approve of their current plan to fix the weapons first, and then go back to movement later.
I approve of their current plan to fix the weapons first, and then go back to movement later.
#10
Posted 16 July 2013 - 03:42 PM
movement penalties are working great for me. having almost 0 problems after the adjustment period.
#11
Posted 17 July 2013 - 11:38 AM
Syllogy, on 16 July 2013 - 12:22 PM, said:
Pro Tip: Pay attention to where you are going... you won't hit things that way.
Tell that to a light mech pilot who gets stuck on small rocks whilst trying to dodge being gunned down by an atlas.
Edited by Sir Ratburge, 17 July 2013 - 11:38 AM.
#12
Posted 17 July 2013 - 11:50 AM
Seems fine to me. The only problem are those pebbles or other items that suddenly kill your movement.
But I would add that for slowing down when coming too close to buildings or rocks. They really should give you some kind of notice on the screen. Some sparks and loud noises? I mean you are rubbing a big metal mech into a rock/building!
Other then that. Assaults are supposed to be slow. And frankly Heavies need to be separate from the mediums.
But I would add that for slowing down when coming too close to buildings or rocks. They really should give you some kind of notice on the screen. Some sparks and loud noises? I mean you are rubbing a big metal mech into a rock/building!
Other then that. Assaults are supposed to be slow. And frankly Heavies need to be separate from the mediums.
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