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Whats The Purpose Of The Hill Climbing Module?


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#21 Joseph Mallan

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Posted 25 October 2013 - 08:00 AM

View PostGeneral Taskeen, on 25 October 2013 - 05:08 AM, said:

IMO, they need to go back to the drawing board.

And they should make modules instead based on canon design quirks: http://www.sarna.net...i/Design_Quirks

View Poststjobe, on 25 October 2013 - 07:50 AM, said:

I think they should use that quirks list (both positive and negative) for chassis-specific quirks, not modules or pilot skills.

Other than that, I agree.

StJobe is right these would be ideal as specific quirks! I can embrace this if they come about.

#22 Corwin Vickers

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Posted 25 October 2013 - 08:03 AM

Ossilation Overthruster Module.

Allows mechs to pass completely through mountains by way of the 8th dimension.

#23 mike29tw

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Posted 25 October 2013 - 08:08 AM

It would be usefull IF there were steady slopes littered around the map for you to climb.

Edited by mike29tw, 25 October 2013 - 08:08 AM.


#24 Mudhutwarrior

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Posted 25 October 2013 - 08:45 AM

View Postmike29tw, on 25 October 2013 - 08:08 AM, said:

It would be usefull IF there were steady slopes littered around the map for you to climb.


The good premades have every rise point stalked out from the begining. Pugs and noobs stand no chance then so maybe more would open it up some.

#25 Mr 144

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Posted 25 October 2013 - 09:23 AM

Not worth a slot on an Atlas.

Terra Therma still unplayable with an Atlas.

Seriously, Staying on the PATH and crossing an arched bridge reduces speed into the high 20's (350 std no tweak)....on the freakin' PATH! No way that bridge is 35-40 degrees. Of course the whole geometry is borked for an Atlas too...with most engagement points completely negating low slung arms and torso mounts. Torso Pitch is useless there as well mainly due to the inability to climb. The module is nice in theory, but %10 simply is diddly squat.

Jump Jets...the "have's" or the "have nots"...this module does nothing to change that simple fact.

#26 Kattspya

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Posted 25 October 2013 - 10:08 AM

View PostKhobai, on 24 October 2013 - 08:58 PM, said:

Seriously whats the point?

Light mechs dont benefit from it because they dont slowdown till 40 degrees anyway. Plus the only light mechs people take seriously have jumpjets.

Heavy and Assault mechs dont benefit from it because their max speeds are so low to begin with that reducing the decceleration by 10% is worthless. A Catapult that goes 75kph normally climbs a 40 degree hill at ~19kph. With the module it climbs at ~24kph. So best case scenario youre gaining 5kph going up the steepest slope. Totally not worth it.

So that leaves us with Mediums, the only weight class that actually benefits enough from this module to bother equipping it. Since Mediums are the only weight class thats going to use this module, why not just get rid of the module completely, and give better hill climbing to mediums as an innate ability? We all know they need a maneuverability buff. Its ridiculous to make medium mechs waste a module slot on something they should already have anyway.

Fookin A man. You should design games or something. Too bad PGI seems to have a bad case of the not invented here syndrome.

The module as it stands is pointless for everyone except mediums. Ergo it should be inherent to mediums or rebalanced. Case closed etc etc

AAAA++++ would be convinced again

#27 Chemie

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Posted 25 October 2013 - 10:54 AM

This is no different than seismic where they SHOULD have made it weight dependent but got lazy and did not. Per quotes above, mediums should have had a better hill climb rate anyway just to help that class have a role.

#28 Davers

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Posted 25 October 2013 - 11:00 AM

View Postmike29tw, on 25 October 2013 - 08:08 AM, said:

It would be usefull IF there were steady slopes littered around the map for you to climb.

Really, this.

There seems to be so few spots that I even notice speed drops, and then only for a second or two.

#29 bloodnor

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Posted 25 October 2013 - 11:34 AM

because its easier making a module than altering every SINGLE MAP that has random peaks that are 1 cm high but stop you mech dead or slow it down

Edited by bloodnor, 26 October 2013 - 01:34 AM.


#30 Belphagor

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Posted 25 October 2013 - 12:03 PM

I like that idea-
the pilot skill replacement for pinpoint is: +10% bonus to climb speed...

and the new module is: Treats mech as one class lighter for climbing reduction.
(LCT, COM, & FLE move to 'fine' movement type which is a step beyond tiny and only slowed by the steepest of locations and stopped by walls.)

Edited by Belphagor, 25 October 2013 - 12:27 PM.


#31 Trauglodyte

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Posted 25 October 2013 - 01:10 PM

Could be that there are two tiers meaning you'd get 20% with the biggest module?

Anyway, this and the Advanced Gyro are modules meant to combat what a lot of people have been bitching about without PGI needing to eliminate it from the game. All modules should be quality of life instead massive game breaking additions. Oddly, though, PGI once said that modules were the "end game" yet they don't seem to add much more than a slight adjustment. /shrug

#32 C E Dwyer

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Posted 25 October 2013 - 01:12 PM

shall we just try it before we knock it about..

#33 Grits N Gravy

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Posted 25 October 2013 - 01:20 PM

If it plays this While Active, I'll buy it.
http://youtu.be/nDIRDt3eGRs?t=42s

Edited by Grits N Gravy, 25 October 2013 - 01:20 PM.


#34 Murphy7

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Posted 25 October 2013 - 01:56 PM

View PostCorwin Vickers, on 25 October 2013 - 08:03 AM, said:

Ossilation Overthruster Module.

Allows mechs to pass completely through mountains by way of the 8th dimension.


Team Banzai was canon, at least for a while.

#35 Clit Beastwood

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Posted 25 October 2013 - 02:49 PM

Seems kinda goofy to release a patch that increases shake, then release a module that mitigates the new shake- anyone else?

#36 Shakespeare

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Posted 25 October 2013 - 03:48 PM

Modules really shouldn't affect the physical characteristics of a mech. It's just weird. Virtually all the rest of them have been 'electronic' in nature - better sensor performance, zooms, and the like.

Then consumables came out, which take up module slots. I'd rather we had seperate 'equipment' slots for that sort of thing, but it still isn't changing how a mech drives.

But now we can overcome the newly added terrain behavior with a pricey module? Not only is that nonsensical, but it feels like a GXP soak. No thanks. If I want a more maneuverable mech, I should just DROP IN A MORE MANEUVERABLE MECH. What's next, a module that lets you swap one hardpoint? Quit using those slots as crutches - if you want to have equipment to modify the mech, then just make it into equippable items, with crits and weight. Let us tinker with 'actual' additional mech parts, instead of these invisible, weightless, 'buff slots'. Every time a new one is added it gets less and less believable, consistency wise.

#37 FupDup

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Posted 25 October 2013 - 03:52 PM

View PostShakespeare, on 25 October 2013 - 03:48 PM, said:

... What's next, a module that lets you swap one hardpoint? ...

My bet is on the LosTech shield, Mechassault style. It would be a consumable, of course.

Edited by FupDup, 25 October 2013 - 03:52 PM.


#38 Bad Andy

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Posted 25 October 2013 - 09:45 PM

just be happy it isnt a 40k consumable that gives you a 10% boost to hill climbing speed for 30 seconds

Edited by Bad Andy, 25 October 2013 - 09:46 PM.


#39 Detrimus

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Posted 25 October 2013 - 10:45 PM

I completely agree with OP. When I read the description for the mod, my immediate thoughts were, "why bother?" It's such an insignificant difference and there are FAR better modules to take.

It really needs to be in the 30-50% range to make sense and be useful in my opinion.

#40 Deathlike

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Posted 25 October 2013 - 11:02 PM

View PostFierostetz, on 25 October 2013 - 02:49 PM, said:

Seems kinda goofy to release a patch that increases shake, then release a module that mitigates the new shake- anyone else?


You're finally catching on to Paul's plans.





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