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Hill Climb Module: Change The Angle, Not The Speed


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Poll: Should the upcoming Hill Climb change the angle or speed? (46 member(s) have cast votes)

The starting angle or the speed?

  1. Deceleration Starting Angle (34 votes [73.91%])

    Percentage of vote: 73.91%

  2. Speed decay (12 votes [26.09%])

    Percentage of vote: 26.09%

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#1 Victor Morson

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Posted 24 October 2013 - 10:04 AM

This is upcoming in November:

Quote

Hill Climb Module
The deceleration received when climbing inclines is reduced by [10%]


However, I think I can say with certainty that nobody will use a module for a 10% reduction to the speed of the 'mech; it's not going to give enough bang for the buck in the slot. Not by a long shot.

However, if it were to bump a 'mechs "class" up to the next lightest level, then it could be incredibly useful.*

In other words if I want my Heavy class 'mech to handle hills as well as a Medium class 'mech (5 degree lighter starting angle), I could very easily see taking this module. This would also let Tiny 'mechs like the Locust and Spider do some incredible scaling - and I think that is more than fair to give those 'mechs something special.

Anyway, don't make this another dud like the Strikes were at launch. Make it impact our angle and make it worth the slot!

* For those that don't know the hill climb deceleration is based on if a 'mech is listed in it's XML as "Tiny, Small, Medium, Large, or Huge." Each starts 5 degrees sooner than the previous. Not every 'mech is what you'd think. A Dragon is a Medium and the Catapult is a Large. The Victor is a Huge and the Stalker is a Large. At least, last I checked, it changes and there's no indicator in-game for it.

#2 Homeless Bill

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Posted 24 October 2013 - 10:27 AM

Yeah. When I saw 10% reduction in deceleration, I was like, "Really? When I could have an extra 200m sensor range or target decay or info gathering or wall hacks?" Without altering the angle, I fear this module will go untouched.

#3 jtyotJOTJIPAEFVJ

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Posted 24 October 2013 - 10:35 AM

With the current module system, I'd prefer all modules being useless. If they were free or at least relatively cheap, I wouldn't mind having some role warfare related modules. But currently, grinding for two weeks (depending on how much you grind of course) you will get a seismic sensor that is so advantageous that every robot will benefit from it. All modules are either completely useless or universally useful, serving only to decrease the differences between roles.

#4 DocBach

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Posted 24 October 2013 - 10:36 AM

View PostHomeless Bill, on 24 October 2013 - 10:27 AM, said:

Yeah. When I saw 10% reduction in deceleration, I was like, "Really? When I could have an extra 200m sensor range or target decay or info gathering or wall hacks?" Without altering the angle, I fear this module will go untouched.


They should make the hill climbing module a pilot skill, switch it out with pinpoint as it does nothing and is never planned to do something.

#5 Heffay

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Posted 24 October 2013 - 10:38 AM

View PostDocBach, on 24 October 2013 - 10:36 AM, said:


They should make the hill climbing module a pilot skill, switch it out with pinpoint as it does nothing and is never planned to do something.


I like this idea. Actually have both, so if you want to be a hill climbing champ, you can kit your mech out to work that way.

It may open up areas for your mech that would normally only be accessible to JJ capable mechs.

#6 Victor Morson

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Posted 25 October 2013 - 01:44 AM

Pinpoint really does need to get replaced. I almost had forgot about it. It has no business being in a finished game with no function.

#7 Victor Morson

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Posted 27 October 2013 - 01:50 PM

View PostPiipu, on 24 October 2013 - 10:35 AM, said:

With the current module system, I'd prefer all modules being useless. If they were free or at least relatively cheap, I wouldn't mind having some role warfare related modules. But currently, grinding for two weeks (depending on how much you grind of course) you will get a seismic sensor that is so advantageous that every robot will benefit from it. All modules are either completely useless or universally useful, serving only to decrease the differences between roles.


Seismic sensor gets nerf'ed hard next month. I've unlocked half a dozen modules and use all of them massively, so I think they're very much worthwhile.

#8 Bront

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Posted 27 October 2013 - 02:21 PM

View PostDocBach, on 24 October 2013 - 10:36 AM, said:


They should make the hill climbing module a pilot skill, switch it out with pinpoint as it does nothing and is never planned to do something.

I've been calling for this in other threads. Glad to see others agree.

#9 Khobai

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Posted 27 October 2013 - 07:08 PM

Would be cool if hill climb module increased your max climbing angle from 45 to 50 degrees. Then it would be useful for every mech.

#10 Volthorne

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Posted 27 October 2013 - 07:33 PM

View PostVictor Morson, on 25 October 2013 - 01:44 AM, said:

Pinpoint really does need to get replaced. I almost had forgot about it. It has no business being in a finished game with no function.

Except that F2P games like MW:O are never "finished? For all intents and purposes, "released" and "finished" are entirely separate states.

#11 Alex Warden

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Posted 27 October 2013 - 08:05 PM

i support this

#12 Greyboots

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Posted 27 October 2013 - 10:46 PM

This is a module obviously aimed at those mechs which decelerate over the smallest bump. One of the things which stops me playing assaults though the module is unlikely to make me want to play them either.

Will it be for everyone? No but I don't see a problem with that to be perfectly honest.

#13 MustrumRidcully

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Posted 27 October 2013 - 11:30 PM

View PostGreyboots, on 27 October 2013 - 10:46 PM, said:

This is a module obviously aimed at those mechs which decelerate over the smallest bump. One of the things which stops me playing assaults though the module is unlikely to make me want to play them either.

Will it be for everyone? No but I don't see a problem with that to be perfectly honest.

Is it really obviously for that purpose? 10 % is really not that much, and the problem with bumps is usually that they simply exceed the 45° max angle and stop you. 10 % less decceleratinon won't help much.

Unless it really lowers the max deceleration you can have to 90%, so you can climb any angle.

#14 JimboFBX

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Posted 28 October 2013 - 12:33 AM

my understanding is that it reduces your penalty by 10%

so if at 45 degrees the penalty is 100% of your speed it becomes 90% of your speed, effectively letting you climb steeper slopes

#15 Satan n stuff

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Posted 28 October 2013 - 01:08 AM

View PostJimboFBX, on 28 October 2013 - 12:33 AM, said:

my understanding is that it reduces your penalty by 10%

so if at 45 degrees the penalty is 100% of your speed it becomes 90% of your speed, effectively letting you climb steeper slopes

I seriously doubt it will work like that. There's a reason the max climbable angle is the same for all mechs.
Anyway in my opinion reducing the difference between slowdown angle and max angle by 20%, meaning an assault with the module would climb exactly like a heavy, and a heavy with the module would climb almost as efficiently as a medium, etc... would be preferable to a simple speed increase.
Implementing it like that gives the mechs with the worst handling the greatest benefit, and it would greatly reduce frustration for assault pilots forced to go up steep slopes, for example in Terra Therma.

Edited by Satan n stuff, 28 October 2013 - 01:09 AM.


#16 Victor Morson

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Posted 28 October 2013 - 03:42 AM

View PostMustrumRidcully, on 27 October 2013 - 11:30 PM, said:

simply exceed the 45° max angle and stop you. 10 % less decceleratinon won't help much.


It's not 45 degrees for every 'mech. Last I checked it goes:

"Tiny" - Min 40, Max 50
"Small" - Min 35, Max 50
"Medium" - Min 30, Max 50
"Large" - Min 25, Max 45
"Huge" - Min 20, Max 50

Yes, you read that right, Large 'mechs have a lower maximum climb angle than any other class, at least as of a couple patches ago when I lest took a look at the data files. Does Smurfy have an updated index on this? I kind of hope that's corrected because it seems like a bug.

And no, this isn't based on tonnage or even size; Victors are Huge, Stalkers are Large, Catapults are Large, Dragons are Mediums, etc.

If the module flat increased your Minimum by 5 and Maximum by 5, though, it would be very worthwhile.

Edited by Victor Morson, 28 October 2013 - 03:43 AM.


#17 Joseph Mallan

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Posted 28 October 2013 - 04:15 AM

On TT a Mech lost 50% of its speed trying to climb a hill. So if I had to get up over a waist hill I used 2x the movement to get over it. terrain is not quite working right, but is at least better than us Spiderman crawling up shear cliffs!

#18 MustrumRidcully

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Posted 29 October 2013 - 05:39 AM

I quote Thomas from another thread:

View PostThomas Dziegielewski, on 28 October 2013 - 08:05 AM, said:

In short it will allow you to get up and crest a hill you normally would not be able to. The initial release is for 10% reduction in deceleration due to slope. It isn't much but It will show us its potential for future upgrades of it. It will also become more apparent if/when we introduce the slope vision mode.

Those large crystals were easier to climb in my catapult in tourmaline desert with it on.


If it allows me to crests a hill I would normally not be able to crest, then it's not just a speed buff while climbing.

But who knows what he really meant. The last sentence sounds different again. "Easier to Climb" is not the same as "Climb stuff I couldn't climb before".

Color me confused. :)

#19 joedawg39s

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Posted 29 October 2013 - 02:02 PM

Sounds to me like your momentum will carry you further up a hill.





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