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Negotiating Hills


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#21 Veranova

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Posted 29 September 2013 - 05:55 PM

Do the Skyrim wiggle. It does work B)

#22 OriginAlien

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Posted 30 September 2013 - 02:52 AM

I was going to create a thread about this and found this thread. I Have been playing this game for a while now and i dont really whinge about alot of changes that occur because i like experimenting with the different balances and concepts, im very open minded

This however, is a bug. This is not a game change of balance or idea. It is just a retardedly poor piece of programming code that is ruining the game. Learn 2 physics pgi.....

Fix this plz

#23 Alistair Winter

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Posted 30 September 2013 - 03:58 AM

I brought this up in a previous Ask the Devs post, but unfortunately not a lot of people liked the question.

In my mind, it's one of the biggest problems with the maps right now. I'm amazed that PGI is content with such a sloppy, glitchy feature. Even more so, I'm amazed that so many fans are oblivious to what a huge factor this can be during a fight, which introduces a large amount of chance where it isn't needed.

Was it ever like that in tabletop?
"Roll a D6 to climb the slope. Result:
1 = Full stop, your mech has stubbed its toe on a titanium pebble and comes to a crashing halt. Enemies receive a +10 targeting bonus.
2-3 = Your mech climbs almost to the top, but is blocked by unforeseen geometry, taking 2D6 Damage to both legs. A score of 10+ will explode your gauss rifle.
4-5 = Your mech loses 90% of its speed, but successfully climbs the slope.
6 = Jackpot! Your mech zig-zags through some kind of Narnia wormhole and runs up the hill at full speed."

Edited by Alistair Winter, 30 September 2013 - 03:59 AM.


#24 Joseph Mallan

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Posted 30 September 2013 - 06:46 AM

No it didn't, but you did slow down. Most Mechs could make it up a Lvl 2 in one turn, Some needed two turns, It's the really tall (Lvl3+) That stumped many Mechs.

#25 Kiiyor

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Posted 30 September 2013 - 07:45 AM

View PostMadPanda, on 28 September 2013 - 10:23 PM, said:

The new hill movement was the dumbest thing pgi ever added (yes beats 3pv). I hate it every single game at some point. Stupid that you have to zig zag sometimes to get up a hill.


True. Very very true.

I like the idea of the mechanic - I think it could add some depth to gameplay. The trouble is, none of the existing maps were designed with it in mind.

Prior to the change, canyon was one of my favourite maps. Now... I hate canyon. I despise canyon. I wish canyon harm with every fiber of my soul, If canyon were sentient, I would beat it with a hammer. A RUSTY hammer. I would douse it with petrol, set it alight, and caper about madly as it's screams of torment fill me with joy, before dousing it in flame retardant chemicals and giving it a blood transfusion to prolong it's torment. I would scream maniacally as I satisfyingly choked the life out of it! I would bury it upside down, then resurrect it with ancient voodoo as a zombie, just so I could end it again, but not before hacking it's freaking limbs off. I WOULD THEN CONTACT THE DOCTOR, EXPLAIN MY PLIGHT, AND HE WOULD WITHOUT HESITATION TAKE ME TO THE PAST SO I COULD ERADICATE CANYON FROM THE TIMELINE.

On, what's that canyon? A place to walk up one of your many slopes? Really? It certainly does look traversable canyon! One could even say the particular path I spy is WELL TRED. WHAT A LOVELY VISUAL HINT, CANYON! It looks like many a mech has made it's way up here! TALLY HO THEN! THOSE ENEMY MECHS AREN'T GOING TO GAUSS THEMSELVES! Wait, what the {Scrap}? Why can't i climb? The lip is right there! Lift your feet mech, you can do it! YES! That's it! We're mak-ah, no, NO! BACK DOWN WE GO. WHAT THE {Scrap}. MAYBE IF I WALKED SIDEWAY-NO. AAAGH. Ok, ok. It's cool. I'll just go up... here. Ha, HA, HAHAHA! TOO SMART FOR YOU CANYON! UP I G-AAAAAAAAAAA, WHAT THE ****? I CLIMBED HERE LAST GAME! **** YOU CANYON. **** YOU WITH AN APPLE. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA oooh, look, new bitemarks in my keyboard!

One of my old roommates once became so enraged by a video game that he removed his shoe and beat his controller until all that remained was scattered, nerd-tear stained miscellaneous microsoft technology. At the time, I thought he was a little pathetic... and scary.

Now, after taking any non-jump capable mech into canyon... I understand. I UNDERSTAND.

#26 BarHaid

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Posted 30 September 2013 - 09:24 AM

My light mechs laugh at you heavies and assaults! HA! HA! I can climb most anything, and have inertia to crest the top!

...

And then I turn a corner in River City and take a statue to the crotch that stops me cold. Damn it!!!


I totally agree that the toe-stubbing pebbles are super annoying. But overall I like that terrain matters now. Situational awareness and all that, yeah?

#27 Gauvan

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Posted 30 September 2013 - 10:43 AM

View PostBarHaid, on 30 September 2013 - 09:24 AM, said:

I totally agree that the toe-stubbing pebbles are super annoying. But overall I like that terrain matters now. Situational awareness and all that, yeah?


Problem is, the mechs with the worst visibility (assault mechs) have a hard time with the current implementation. I can't see a light mech close in--I'm certainly not going to spot a rock that comes up to my ankle. The way inertia is implemented seems off, as if they factor velocity but not mass. My perception is that a faster, lighter, mech is able to maintain a set speed over rough terrain in a way a slower, heavier, mech cannot.

I just went and found the original explanation of the movement changes:

http://mwomercs.com/...ement-behavior/

That would explain it. For large scale features, such as the rim of the caldera in Caustic, that approach makes perfect sense. Where I think things get wonky are when you have a lot of small scale features (rocks, etc.) as are found in Tourmaline and Therma. In those cases lighter mechs are effectively on flat terrain and heavy ones stagger like sailors on shore leave.

On another note, I don't have a particular problem with Canyon as other posters have commented, as I assume it's designed to give a slight edge to JJ mechs. It could use an art pass to more clearly define the ramps, but I don't see it as being broken.

#28 Oppresor

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Posted 30 September 2013 - 12:45 PM

My Lance will often loose me for a good 5 mins (Real time) while I try (In a very stubborn manner) to climb one of the steeper hills in Alpine. The (Now defined by others) Wiggle walk is normally the answer, but it takes forever. So why do I spend so much time climbing? There is something in the very heart of most guys that pushes us to climb things. Maybe it's the challenge, the need to conquer the unconquerable or as Miley puts it http://www.google.co...iBn6Ky_ZjbcKLuw .

#29 Amsro

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Posted 30 September 2013 - 03:26 PM

Zig Zag is OP :P





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