Dear Pgi (Re: Slopes And Insane Map Designs)
#1
Posted 31 July 2013 - 05:09 PM
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
Posted 31 July 2013 - 05:11 PM
#3
Posted 31 July 2013 - 05:17 PM
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
Posted 31 July 2013 - 05:20 PM
Infact I've never driven anything over 65 tons.
Mcgral18, on 31 July 2013 - 05:17 PM, said:
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
Posted 31 July 2013 - 05:22 PM
#6
Posted 31 July 2013 - 05:27 PM
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
Posted 31 July 2013 - 05:27 PM
Kobura, on 31 July 2013 - 05:20 PM, said:
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
Posted 31 July 2013 - 05:31 PM
You have to get used to it.
Edited by jakucha, 31 July 2013 - 05:31 PM.
#9
Posted 31 July 2013 - 05:31 PM
Homeless Bill, on 31 July 2013 - 05:27 PM, said:
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.
Mcgral18, 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
Posted 31 July 2013 - 05:32 PM
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
Posted 31 July 2013 - 05:38 PM
#12
Posted 31 July 2013 - 05:46 PM
#13
Posted 31 July 2013 - 06:07 PM
Homeless Bill, on 31 July 2013 - 05:27 PM, said:
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
Posted 31 July 2013 - 06:13 PM
POOTYTANGASAUR, on 31 July 2013 - 05:38 PM, said:
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
Posted 31 July 2013 - 06:15 PM
Kobura, 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
Posted 31 July 2013 - 06:18 PM
Mcgral18, on 31 July 2013 - 05:17 PM, said:
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
Posted 31 July 2013 - 06:19 PM
Homeless Bill, on 31 July 2013 - 05:27 PM, said:
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
Posted 31 July 2013 - 06:30 PM
#19
Posted 31 July 2013 - 06:54 PM
Kobura, on 31 July 2013 - 05:31 PM, said:
Trauglodyte, on 31 July 2013 - 06:07 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.
#20
Posted 31 July 2013 - 07:00 PM
Homeless Bill, on 31 July 2013 - 06:54 PM, said:
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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