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Hill Climb - Worthless?


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#81 Drunk Canuck

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Posted 25 November 2013 - 03:37 PM

View PostMonky, on 20 November 2013 - 11:23 AM, said:

The objective is to allow players who 'hate' the slowdown/loss of movement versatility compared to older versions of MWO to try out a module that might reduce their annoyance.

In reality, it will likely never be used as there are far more useful modules even if it really ticks you off. Most people seem to be fine as is however.


Not worth 2 Million C-Bills though. Just like the screen shake module isn't worth 6 million. It's nothing more then conveniences and well, I won't waste hard earned C-Bills on convenience modules.

#82 Jonathan Paine

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Posted 25 November 2013 - 03:50 PM

For those drunk and oblivious enough to think that the hill climbing module gives a 50% boost, IT DOES NOT.

The module, if used correctly, lets you maintain a higher rate of speed than a similar mech without the module. This gain is, outside of hill tacking, at best 10% and more likely around 6%. If used with hill tacking, you should (theoretically) be able to beat the 10% gain. However, even the most optimistic interpretation and tacking WILL NOT GIVE YOU 50% compared to a non-hill climbing module mech TRAVERSING THE SAME LINE.

TL;DR?
Module allows you to traverse the same steep terrain as other mechs can traverse, and lose slightly less (6-12% speed.

#83 Zolaz

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Posted 25 November 2013 - 04:57 PM

View Postdaemur, on 25 November 2013 - 02:43 PM, said:

Here for the double-tap:

If you are tacking as you climb a hill with or without the module, you will most likely climb more quickly than another mech moving straight up. The reason for this is that you reduce the angle you are climbing at the expense of increasing the overall distance traveled. Similarly, mechs with very large archetypes are often able to reach the top of steep cliffs by the same method.

The module is functioning, however if you are seeing a 50% increase in speed, this is due to your method of climbing the hill and not the advantage given to you buy the module.

Cheers


So ... why did PGI put out a subpar module that is not worth anything?

#84 Tolkien

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Posted 26 November 2013 - 12:01 AM

View PostZolaz, on 25 November 2013 - 04:57 PM, said:


So ... why did PGI put out a subpar module that is not worth anything?


Because it's much less controversial to release a poor module then buff it later rather than to do the opposite (see also seismic).

#85 ShinVector

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Posted 26 November 2013 - 12:28 AM

View PostAtheus, on 25 November 2013 - 07:04 AM, said:

This is a joke, right?


No... One of the ideas of the past when movement change was done, was speed should not be stopped to 0 KPH.
My thoughts... They could incorporate it into 'hill climb' that your speed will not be stopped to 0 KPH but 1% of the mech's top speed.
Technically pebbles should not be stopping mech and the lowest it would go, is 1% with hill climb.

Just throwing an alternative idea. What's wrong ?

Edited by ShinVector, 26 November 2013 - 12:29 AM.


#86 Atheus

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Posted 26 November 2013 - 06:25 AM

View PostShinVector, on 26 November 2013 - 12:28 AM, said:


No... One of the ideas of the past when movement change was done, was speed should not be stopped to 0 KPH.
My thoughts... They could incorporate it into 'hill climb' that your speed will not be stopped to 0 KPH but 1% of the mech's top speed.
Technically pebbles should not be stopping mech and the lowest it would go, is 1% with hill climb.

Just throwing an alternative idea. What's wrong ?

I guess I didn't understand what you meant by 1% — it seemed to me you were suggesting a module that increases your overall hill climbing speed by 1%, which would be even more worthless than this module. Still, I don't really understand what you're trying to suggest. If the lowest it goes is 1%, does that mean you can climb a completely vertical surface at 1% speed? This sounds like a different kind of silly.

#87 ShinVector

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Posted 26 November 2013 - 06:17 PM

View PostAtheus, on 26 November 2013 - 06:25 AM, said:

I guess I didn't understand what you meant by 1% — it seemed to me you were suggesting a module that increases your overall hill climbing speed by 1%, which would be even more worthless than this module. Still, I don't really understand what you're trying to suggest. If the lowest it goes is 1%, does that mean you can climb a completely vertical surface at 1% speed? This sounds like a different kind of silly.


I did say except the most steepest of hills... Something almost similar to pre movement change but just much slower. You just not reading.
This is to help non-jump jet mech fight the mobility of jump jet mechs. Making impassable terrain by arch-types passable but at very slow speed so, it doesn't totally bypass arch-type rules.

This isn't silly, this was suggested by others that speed on inclines (except the steepest ones which is impassable) should NOT be reduce to 0 KPH. I am just adding to that by stating 1% of speed.
It might help against the impassible pebbles issue.

Eg. Alpine and Crimson mountains... Where jump jet mech can go up to. An Atlas can go up there too... Most likely at a rate of 4-6 KPH (1% of a locust would be around 15-16 KPH) but it still could go up there, if it wanted.

Shouldn't be considered OP if its soo freaking slow... But not useless either and justifies the 15GXP/6Mil price tag.

Edited by ShinVector, 26 November 2013 - 06:29 PM.


#88 Atheus

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Posted 26 November 2013 - 07:51 PM

View PostShinVector, on 26 November 2013 - 06:17 PM, said:


I did say except the most steepest of hills... Something almost similar to pre movement change but just much slower. You just not reading.
This is to help non-jump jet mech fight the mobility of jump jet mechs. Making impassable terrain by arch-types passable but at very slow speed so, it doesn't totally bypass arch-type rules.

This isn't silly, this was suggested by others that speed on inclines (except the steepest ones which is impassable) should NOT be reduce to 0 KPH. I am just adding to that by stating 1% of speed.
It might help against the impassible pebbles issue.

Eg. Alpine and Crimson mountains... Where jump jet mech can go up to. An Atlas can go up there too... Most likely at a rate of 4-6 KPH (1% of a locust would be around 15-16 KPH) but it still could go up there, if it wanted.

Shouldn't be considered OP if its soo freaking slow... But not useless either and justifies the 15GXP/6Mil price tag.

You say I'm not reading, but it's more of an issue of you not writing. I'm obviously not familiar with this idea, and you haven't fully explained it, even now. The part that you have explained is done poorly. Jump jet mechs can land on top of buildings with vertical sides. So an Atlas can go up there too with this module? Obviously not what you're trying to say, but you also haven't indicated what sort of incline would actually stop a mech completely. "The steepest of hills" is pretty ambiguous. My guess is that you mean that hill climb works exactly the same up to the weight category's incline limit, such as 0-40 degrees, then from say 40-60 degrees all mechs will climb at a flat 1% of their max speed regardless of whether it's 40 or 60 degrees, right?

Yep, that still sounds like a module I wouldn't touch. If it's important for mechs to have access to climbing a 60 degree surface, that's something that should be part of the movement code, although it is admittedly irritating that assault mechs can't get up on top of the tower plateau in forest colony. I'd rather see a "hill climb" module boost speed, rather than anything else. My suggestion would be more to the tune of a flat 25% reduction in hill climbing speed penalty, and forget everything about acceleration — although it would be nice if it also reduced the amount of speed lost when landing, whether from going airborne after stepping over a big rock, or landing from jump jets. Something that just generally increases your mech's terrain handling capabilities.

#89 Sagamore

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Posted 27 November 2013 - 12:07 AM

I wish I saw this thread before I spent the GXP and Cbills to buy one for my COM-TDK. Buyers remorse (for the module, not the commando).

#90 Kiiyor

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Posted 27 November 2013 - 12:58 AM

I'd find it more useful if it increased the max angle you could climb.

#91 Koniving

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Posted 27 November 2013 - 01:01 AM

A price adjustment and "level 2 upgrade" is in order. Also the thing's name should really be changed to "Foot Traction" as it's essentially throwing chains on your tires to help you climb.

#92 Corvus Antaka

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Posted 27 November 2013 - 01:31 AM

View PostKoniving, on 27 November 2013 - 01:01 AM, said:

A price adjustment and "level 2 upgrade" is in order. Also the thing's name should really be changed to "Foot Traction" as it's essentially throwing chains on your tires to help you climb.


50% faster hill climb would make it worthwhile, maybe 25% for level 1.

lets face it, all we are talking about here is faster hill climbing. I doubt 50% would break game balance. Even 100% would probably be fine.

Edited by Colonel Pada Vinson, 27 November 2013 - 01:31 AM.


#93 Koniving

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Posted 27 November 2013 - 01:41 AM

View PostColonel Pada Vinson, on 27 November 2013 - 01:31 AM, said:


50% faster hill climb would make it worthwhile, maybe 25% for level 1.

lets face it, all we are talking about here is faster hill climbing. I doubt 50% would break game balance. Even 100% would probably be fine.


Honestly rather than a module, wouldn't it make more sense to have it as something that can be attached and take weight in its current "10%" form, where more can be attached to boost the effect?





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