Let Us Side-Step/strafe.
#181
Posted 05 September 2013 - 07:38 PM
#182
Posted 06 September 2013 - 02:47 PM
#183
Posted 08 October 2013 - 01:19 AM
no no no
it destroys the mech feeling too
#184
Posted 08 October 2013 - 07:34 AM
Inkarnus, on 08 October 2013 - 01:19 AM, said:
no no no
it destroys the mech feeling too
There is no hopping involved. It's taking a single step to the side. Please reference the 9 pages of text before this one for clarification.
#185
Posted 08 October 2013 - 07:43 AM
If this were a proper mech simulator...
Edited by AvatarofWhat, 08 October 2013 - 07:46 AM.
#186
Posted 08 October 2013 - 09:07 AM
AvatarofWhat, on 08 October 2013 - 07:43 AM, said:
And if you're already facing your target?
#187
Posted 08 October 2013 - 09:17 AM
Shockwave144, on 08 October 2013 - 09:07 AM, said:
Don't bother, replying is just creating an infinite loop. The exact same question/answer series happens every 3 pages let's just let the thread die. Nobody will read the first 9 pages, so each new post is simply an echo of a prior one. It's going to keep going and going forever.
#188
Posted 08 October 2013 - 09:39 AM
Fierostetz, on 08 October 2013 - 09:17 AM, said:
Don't bother, replying is just creating an infinite loop. The exact same question/answer series happens every 3 pages let's just let the thread die. Nobody will read the first 9 pages, so each new post is simply an echo of a prior one. It's going to keep going and going forever.
Stop trying to sidestep the issue.
I would like it if a CTRL button allowed us to move any Limb in the manner we chose. Press the appropriate limb button, you now have direct control. Hip Actuators should allow a side step, at 0 KPH. At 10+ KPH, maybe you fall over. We need all those mechanics together for this. You don't need a ball joint, try lifting one leg, and pushing off sideways with the other, or even letting gravity do the work. The amount of muscles and twists to move that way is very low. Lift the other foot, gyro compensates, you're upright. Leg goes down. I love you robot crazies. Thanks for putting up schematics and stuff.
#189
Posted 08 October 2013 - 09:57 AM
Technoviking, on 08 October 2013 - 09:39 AM, said:
Stop trying to sidestep the issue.
I would like it if a CTRL button allowed us to move any Limb in the manner we chose. Press the appropriate limb button, you now have direct control. Hip Actuators should allow a side step, at 0 KPH. At 10+ KPH, maybe you fall over. We need all those mechanics together for this. You don't need a ball joint, try lifting one leg, and pushing off sideways with the other, or even letting gravity do the work. The amount of muscles and twists to move that way is very low. Lift the other foot, gyro compensates, you're upright. Leg goes down. I love you robot crazies. Thanks for putting up schematics and stuff.
I'm the person who created the thread, so I'm not trying to sidestep anything. Also...sidestep the issue? :facepalm: so bad lol
#190
Posted 24 October 2013 - 11:50 PM
Mechs obviously have to have some lateral movement to navigate rough terrain at speed, and some would be better at it than others. The faster a mech can go, the more it needs to be able to make lateral adjustments to keep from tripping or falling. The motion would be an internal function of balance, just like flexing "toes" or standing with offset legs.
That said, I think your typical side-step strafe would be an over-used movement that would make MW just seem weird. What I can see would be allowing a slight strafing hop left or right while moving forward or backward. That seems to me like it would make the most sense.
I can also see certain agile mechs having a greater advantage in this, and I would also support the idea that this could be augmented with experience. I think good players could find some creative ways to use this movement without breaking the basic lumbering feel we all know.
#191
Posted 25 October 2013 - 01:02 AM
Inkarnus, on 08 October 2013 - 01:19 AM, said:
no no no
it destroys the mech feeling too
Fierostetz, on 08 October 2013 - 07:34 AM, said:
Exactly to hop over an obstacle - that you are not able to climb (althouh its have is hardly the height of your knee) - was my idea
When I read Mech Feeling - I'm about to laugh:
Mechs are high mobile weapon platforms - with a really good protection for their motive system.
They have joints, muscles that work on the very principle of human muscles...I believe most of you guys think that a BattleMech is a kind of AT-ST or AT-AT- and I'm pretty sure that there low mobility wasn't a question of lore but of available technology to make the shot for the film.
Its is writen that even the movement style and balance of its pilot is depended for the mechs movement. If your mech can dance like a 60t fairy or tumble like a 25t drunken - depends on the pilot.
So - with an RPG related skill tree - i really hop to see - mechs doing sidesteps (we are talking about steps - not side strafing)
hoping, climbing and by god - griping the barrel of enemy Mechs with one hand and place a huge fist driven by 100t of steel and movement of 72 kph into the face of those - "tanks are mixture of infantry and tank on 2 legs" guys.
Edited by Karl Streiger, 25 October 2013 - 01:03 AM.
#192
Posted 25 October 2013 - 03:13 AM
As for why i don't agree with the idea, - it has nothing to do with what's in the lore (i know very little of the lore that is), and it has little to do with how many tons a mech is. What's most important for me here, - is the fact that strafe is already present in the game, in the form of movement while having significantly twisted torso. It takes skill and (sometimes - NOT always) time to "strafe" properly in MWO, - and i like it this way. This is, of course, a personal opinion only.
One additional reason is the need to keep controls simple - and unlike the above, this reason is not subjective, but very objective (not a personal opinion - but a fact). Usual FPS games have 4 essential movement buttons: go forward, go back, strafe left, strafe right. Having only 4 (and not more) essential movement buttons - is good in general for vast majority of games. Huge number of players are used to control movement with 4 buttons (left hand) plus pointing device (mouse, right hand). Now, in MWO, there are ALSO 4 essential movement buttons - go forward, go back, turn left, turn right. The latter two buttons are absolutely essential, because in MWO, mouse movement does NOT control the "character's" heading - but merely controls "character's" _torso_ heading. Which is, of course, essential for MWO since it's a mechwarrior game. That's how the need for two "usually not essential in FPS games" buttons - turning, - arises. Should strafing (sidestepping, whatever) be introduced, - two more buttons would be needed. This is, of course, possible, - but it's objectively complicating solution. I've played some games which have unusually rich movement controls, for example, http://en.wikipedia....28video_game%29 . This old arcade-style sim had the following: FPS-like mouse controlling craft's facing, and the following _essential_ movement buttons (essential for any competitive PvP play that is): go forward, go back, strafe left, strafe right, go up, go down, bank left, bank right. The latter 2 were essential because, naturally, all possible crafts in the game had different turning rates around horizontal axis than about vertical axis. I've been playing it for a few years, with breaks, it's a great game, awesome to play with friends, but 8 movement buttons is often too many. Quite regularly i wished to press four of them in the same time in a dogfight - to have forward thrust applied, to have strafes applied (both horizontal and vertical), - and do the banking in the same time as well. Now you try to press down four buttons on a keyboard, and you'll notice it often doesn't work - keyboard doesn't register even combination of some 3 buttons held down together; 4 rarely work, if ever at all. Plus, quite often, it's "breaking-fingers" thing to try to do... %) Bottom line is: 4 buttons being essential movement controls - is a thing pretty much all games should stick to as much as at all possible; and adding sidestep (strafe) to MWO - would get above this amount (to 6).
The problem you mention, - not enough agility for medium class, - can be addressed by other means. Namely, by medium class redesigns and improvements. Too little armor? Make their critically important parts smaller, increase acceleration and deceleration for medium-class mech a bit more, increase their torso twice rate (degrees/sec), make their lower armor to matter more such as through tonnage-based match-making, etc - the means to solve the problem of "too little armor / i am killed by huge alphas way too often!" - are several. If there is such a problem at all, that is - i am not qualified to say if there is, but i have my doubts about it. Adding ability to make sidestep is only one of possible methods to help with survivalability, - and as argued above, possibly not a best one.
Aside from all of the above: thank you for trying to improve the game, and best of luck with your next idea (if there will be a next one)!
Edited by FinsT, 25 October 2013 - 03:17 AM.
#193
Posted 26 October 2013 - 01:54 PM
#194
Posted 27 October 2013 - 07:51 AM
As it has been said, it can already be done by rotating torso by 90° and going back and forth, so it doesn't matter for snipers covers.
Make it a one-step button, usable only at 0kph. Smaller and faster mech having a better side-step speed than bigger. Limit it so fast lights mech can still get hit.
A trully rich idea!
Edited by XtremWarrior, 27 October 2013 - 07:55 AM.
#195
Posted 27 October 2013 - 07:57 AM
#196
Posted 27 October 2013 - 10:42 AM
KingCobra, on 27 October 2013 - 07:57 AM, said:
What Mech warrior games have you been playing? It's always been slow like this
#197
Posted 27 October 2013 - 02:17 PM
Hellcat420, on 26 July 2013 - 02:45 PM, said:
Actually I think it would make for kind of an awesome book if mechs were all falling over when trying to pull fancy manuvers. Thats how I used to think of battletech mechs when I was younger but I realize thats not excatly the way it is.
#198
Posted 27 October 2013 - 02:27 PM
AvatarofWhat, on 08 October 2013 - 07:43 AM, said:
Actually, I've already posted an idea for dealing with this shortcoming of the current HUD/Controls. I've posted it here if you want to take a look and offer your thoughts...
As for the side-step/strafe idea, I think that it would be an interesting idea. Plus, if the devs do decide to implement other unit types in the future (Tanks, Aero, etc.) then the issue of strafing would NEED to be coded in for craft like helicopters, elementals and infantry.
[Edited] to actually put the link in!!!
Edited by Galil Nain, 27 October 2013 - 02:30 PM.
#199
Posted 27 October 2013 - 02:49 PM
dymlos2003, on 27 October 2013 - 10:42 AM, said:
I guess I will have to attribute your answer to my reply as memory loss or brain damage which ever comes first for you.MW2 was even slower on speed of mechs and maneuverability as in right -left movement speed and acceleration speeds.Mechwarrior3 was about 5x right-left movement speed of MWO and 5x the forward-reverse-right-left movement. MechWarrior 4 was about 3x the maneuverability of MWO. You know as well as I do the mechs in MWO maneuver like Ccrap as far as R-L acceleration and movement speed as well as forward and reverse acceleration speeds. That's why everyone just plods along and ends up cannon fodder after battle engagement begins except for a few lights. P.S look in my profile to see how long I have played the MechWarrior series PC games.
Edited by KingCobra, 27 October 2013 - 02:50 PM.
#200
Posted 17 December 2013 - 10:21 AM
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