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Dear Pgi (Re: Slopes And Insane Map Designs)


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#1 Kobura

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Posted 31 July 2013 - 05:09 PM

I'm a Legendary Founder

I've vouched for your game since earliest open beta

I've brought people in, kept people here, and tried hard to be encouraging

That said

Revise this 45' ****, or revise your maps, and additionally revise jumpjets, or I'm done.

Thanks,
Kobura

#2 Dreadp1r4te

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Posted 31 July 2013 - 05:11 PM

Yes, it's quite sad that the map does more damage to my Raven's legs than the enemy 'Mechs do.

#3 Mcgral18

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Posted 31 July 2013 - 05:17 PM

I'm not seeing the problem? Maps have ramps and access points to get to most areas.

Some mechs have JJs, which work to get you up without using a designated path...

Do you want your 100 ton assault mech to go up an 80 degree slope?

#4 Kobura

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Posted 31 July 2013 - 05:20 PM

Figure it's worth mentioning I'm a Spider pilot. With max'd JJ. I'm still unimpressed.

Infact I've never driven anything over 65 tons.

View PostMcgral18, on 31 July 2013 - 05:17 PM, said:

I'm not seeing the problem? Maps have ramps and access points to get to most areas.

Some mechs have JJs, which work to get you up without using a designated path...

Do you want your 100 ton assault mech to go up an 80 degree slope?


#5 CancR

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Posted 31 July 2013 - 05:22 PM

Make JJ more like MW:LL where they have much more lift off power diagonally at the start of a jump.

#6 Homeless Bill

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Posted 31 July 2013 - 05:27 PM

Bye.

Aside from the problems like getting stuck on small things, it's one of the best changes they've made. I hated watching 'mechs walk up vertical hills. Good riddance.

#7 Mcgral18

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Posted 31 July 2013 - 05:27 PM

View PostKobura, on 31 July 2013 - 05:20 PM, said:

Figure it's worth mentioning I'm a Spider pilot. With max'd JJ. I'm still unimpressed.

Infact I've never driven anything over 65 tons.


I'll admit, there could be alot more to offer with the JJs. Vectorable ones would be very nice, but even just fixing getting stuck on lips would be enough for me.

But, I think the mobility limitations were a good thing, since you need to plan out your movements or else you might be stuck in a trap. It also gives smaller JJ capable mechs an avenue of escape from the bigger ones by JJing onto one of the ridges that the larger mechs can't get onto.

Edited by Mcgral18, 31 July 2013 - 05:28 PM.


#8 jakucha

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Posted 31 July 2013 - 05:31 PM

Dear OP, no. It's coming into opinion territory and I don't think most people hate it, just the little bugs.

You have to get used to it.

Edited by jakucha, 31 July 2013 - 05:31 PM.


#9 Kobura

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Posted 31 July 2013 - 05:31 PM

View PostHomeless Bill, on 31 July 2013 - 05:27 PM, said:

Bye.

Aside from the problems like getting stuck on small things, it's one of the best changes they've made. I hated watching 'mechs walk up vertical hills. Good riddance.


View PostMcgral18, on 31 July 2013 - 05:27 PM, said:


I'll admit, there could be alot more to offer with the JJs. Vectorable ones would be very nice, but even just fixing getting stuck on lips would be enough for me.

But, I think the mobility limitations were a good thing, since you need to plan out your movements or else you might be stuck in a trap. It also gives smaller JJ capable mechs an avenue of escape from the bigger ones by JJing onto one of the ridges that the larger mechs can't get onto.



The concept is sound, and infact I liked it, but this goes back to when they tried to make JJ a near-clone of tabletop figures. The first time my Jenner hit a pebble and *stopped* I knew something was wrong.

Their map design, and the terrain detection for this implementation, is ******* bonkers. The huge elevation changes are crazy. Try plotting out some of the MWO maps on a hex grid. Then try putting them down in a TT environment at a gaming store.

You'd get zero takers because the game would take a month.

#10 CancR

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Posted 31 July 2013 - 05:32 PM

They should take a hint from Companies that succeed and hire out the MW:LL guys to make good maps.

SC and QUAKE have maps pools that are made out community made maps, and I'd take the worse MW:LL map over the best MWO map because they are all small, featureless, and made for W+m1 warfare.

#11 POOTYTANGASAUR

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Posted 31 July 2013 - 05:38 PM

On canyon network there are ramps far apart and inbetween there are ********* cliffs. Stalkers have the worst walking traverse in game (and torso twist and torso twist speed damn). I pilot atlases (atlai), stalkers, cataphracts, catapults, hunchbacks, centurions, blackjacks, jagers, victors, and nothing lighter than 45 tons. I have the hardest time ever on maps with my atlases and stalkers. All who haven't piloted a stalker don't understand how massive of a problem it is for the mech. I have a standard 315 engine (65kph) and cannot travel up a slope that my atlas D-DC chuncker (2 lbxs, 3 srm6s, 2 medium lasers) can walk up fine with a std 300 engine (48kph stock, 53ish tweak). Thats ********. I normally mount a standard 360 (64.2 kph) in my atlases and can totally smoke my stalker walking around maps. The stalker can't even walk between some buildings that the atlas can (makes no sense since the atlas is wider lol). You can say the nerf is no issue for you but it is a real issue for me. I sacrificed pure power and armor for speed. I carry a 40 ton engine in my atlas to move slightly faster. My engine ways more than what many mechs can even mount weapon and engine wise. So why is my speed penalized so heavily? I understand about smaller engines but when i sacrifice another 15 tons for speed i want ******* speed. (my mediums mount std 260 engines and have issues with excessive slowing also. i often can get caught and killed while running away by victors and cataphracts lol not fun when i run at 92.7kph)

#12 Joseph Mallan

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Posted 31 July 2013 - 05:46 PM

The terrain nerf is a good idea, I just on't think it is tweaked quite right yet.

#13 Trauglodyte

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Posted 31 July 2013 - 06:07 PM

View PostHomeless Bill, on 31 July 2013 - 05:27 PM, said:

Bye.

Aside from the problems like getting stuck on small things, it's one of the best changes they've made. I hated watching 'mechs walk up vertical hills. Good riddance.


The point, Bill, is that when you JJ up to a ledge, if there is a rock or you get JUST enough of the ledge to get on it, you can't move. Canyons is the biggest offender of this but there are several spots on all of the maps where you'll simply JJ up to it and then get stuck. If we weren't playing Assault Alpha Warrior: Online, it wouldn't be a big deal. But, the second that you get stuck is enough time for even the crappiest of gunners to light you up. The biggest offense to this is that you did nothing wrong but ended up paying the price for it anyway. I like the terrain physics aspect of it but the combination of really poorly designed JJs just makes it near impossible to do anything.

#14 Cadodd

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Posted 31 July 2013 - 06:13 PM

View PostPOOTYTANGASAUR, on 31 July 2013 - 05:38 PM, said:

On canyon network there are ramps far apart and inbetween there are ********* cliffs. Stalkers have the worst walking traverse in game (and torso twist and torso twist speed damn). I pilot atlases (atlai), stalkers, cataphracts, catapults, hunchbacks, centurions, blackjacks, jagers, victors, and nothing lighter than 45 tons. I have the hardest time ever on maps with my atlases and stalkers. All who haven't piloted a stalker don't understand how massive of a problem it is for the mech. I have a standard 315 engine (65kph) and cannot travel up a slope that my atlas D-DC chuncker (2 lbxs, 3 srm6s, 2 medium lasers) can walk up fine with a std 300 engine (48kph stock, 53ish tweak). Thats ********. I normally mount a standard 360 (64.2 kph) in my atlases and can totally smoke my stalker walking around maps. The stalker can't even walk between some buildings that the atlas can (makes no sense since the atlas is wider lol). You can say the nerf is no issue for you but it is a real issue for me. I sacrificed pure power and armor for speed. I carry a 40 ton engine in my atlas to move slightly faster. My engine ways more than what many mechs can even mount weapon and engine wise. So why is my speed penalized so heavily? I understand about smaller engines but when i sacrifice another 15 tons for speed i want ******* speed. (my mediums mount std 260 engines and have issues with excessive slowing also. i often can get caught and killed while running away by victors and cataphracts lol not fun when i run at 92.7kph)

I higly doubt thatan Stalker got more problems climbing a slope then an Atlas. Perhaps it is harder to align to the perfect climbing angle with higher Speed (stalkter) then with lower one (atlas).
Anways, do you TT guys even think about that you cannot transform a TT map to MWo or back to each other? If iwould be TT in here, we would be able to walk once every 10secs, shoot every 10secs, die every 10secs...yea hell no.

Anyways there is one thing I would like to see in a Patch:
JJ would allow you to change/improving x/y speeds while using them. So moving and getting stuck on a rock, activating JJ wouldnt just push you up but forward or sidewards with a small factor of acceleration.

#15 CoffiNail

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Posted 31 July 2013 - 06:15 PM

View PostKobura, on 31 July 2013 - 05:31 PM, said:





The concept is sound, and infact I liked it, but this goes back to when they tried to make JJ a near-clone of tabletop figures. The first time my Jenner hit a pebble and *stopped* I knew something was wrong.

Their map design, and the terrain detection for this implementation, is ******* bonkers. The huge elevation changes are crazy. Try plotting out some of the MWO maps on a hex grid. Then try putting them down in a TT environment at a gaming store.

You'd get zero takers because the game would take a month.


To start, I play light and Assaults mainly. Opposite spectrums. ECM and non ECM in both classes. JJ and no JJ in both classes as well. I have VERY little problem with the angles of most of the map. 45' makes sense in the fact these are bipedal tanks stomping in to rock a lot of the time past 45'. Yes, an Atlas's wedge like foot is going to stick in a little, but is enough of the foot going to stomp into the hill side to allow the Mech to keep walking up the steep hill? Lights can get up a little easier because they have that speed boost to help give more momentum.

The pebble part, well... it is a game in progress with a part they recently fully implemented. There are bound to be a few spots where there was a 'boo boo'. If you find in a spot where it keeps happening report it! They need to catch these 'pebbles' and in some areas, those pebbles are bigger than a person... so it is not really a pebble. Some rocks are stuck in the ground pretty good and would catch up a Mech. Other areas are meant to be rough terrain, and I like the fact it can slow you down. ie.Tourmaline.

Edited by CoffiNail, 31 July 2013 - 06:16 PM.


#16 Skyfaller

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Posted 31 July 2013 - 06:18 PM

View PostMcgral18, on 31 July 2013 - 05:17 PM, said:

I'm not seeing the problem? Maps have ramps and access points to get to most areas.

Some mechs have JJs, which work to get you up without using a designated path...


The problem is the maps are not really designed for JJets either.

For example, Terra Therma is a nightmare for the jjet light mech scouts. The map is entirely designed to be an idiotic series of bottlenecks to encourage head-on slugging.

Remind you of something? Yes.. World of Tanks.

Maps need to feature terrain that is not designed for bottleneck combat. Alpine , as wide as it is, is also bottleneck combat.

They should take a hint from WW2OL and simply grab real-earth topography and digitize it into a playable map.

#17 Flying Blind

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Posted 31 July 2013 - 06:19 PM

View PostHomeless Bill, on 31 July 2013 - 05:27 PM, said:

Bye.

Aside from the problems like getting stuck on small things, it's one of the best changes they've made. I hated watching 'mechs walk up vertical hills. Good riddance.

This every day of the week. I love this system and am very happy to have it. Yes, it needs a tweek or two but by and large it is good.

So learn to pilot or I will kill you while you stand still for me.

I have no problem getting stuck no matter what map or what mech. The rare instances I do get stuck, I understand why or I am stuck on another mech.

#18 Trauglodyte

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Posted 31 July 2013 - 06:30 PM

I'm not going to defend the guy for stomping is feet, throwing a tantrum, or threatening to leave. In fact, there is a part of me that wants to reply, "Can I have your stuff" but I won't. Thing is, the system needs some tweaking and so do JJs. I used to laugh at people that talked about how bad JJs were (after the change making having more then 1 important) but after playing several mechs with them, and now with the addition of terrain physics, it is staggering how bad they are.

#19 Homeless Bill

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Posted 31 July 2013 - 06:54 PM

View PostKobura, on 31 July 2013 - 05:31 PM, said:

The first time my Jenner hit a pebble and *stopped* I knew something was wrong.

View PostTrauglodyte, on 31 July 2013 - 06:07 PM, said:

The point, Bill, is that when you JJ up to a ledge, if there is a rock or you get JUST enough of the ledge to get on it, you can't move.

My post specifically says, "Aside from the problems like getting stuck on small things." Reading your OP, it sounds like you just hate the system and want it to go away. You make specific reference to the 45 degree angle. If you're talking about bumps and small ledges, we're on the same page.

#20 Trauglodyte

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Posted 31 July 2013 - 07:00 PM

View PostHomeless Bill, on 31 July 2013 - 06:54 PM, said:

My post specifically says, "Aside from the problems like getting stuck on small things." Reading your OP, it sounds like you just hate the system and want it to go away. You make specific reference to the 45 degree angle. If you're talking about bumps and small ledges, we're on the same page.


I def don't want it to go away. I just don't like the interaction of JJs and badly designed ledges/pebbles of steel. If I can't jump forward when I can't move forward, then something is really wrong. We're still in a world where pushing 1 button apparently makes you "skilled". If I'm using my JJs to dance and get away but I get stuck because the design is bad, then I'm screwed while being the better pilot. See what I mean?





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