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Hpg Manifold Is A Sloppy Map With Many Problems


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#61 Failcube

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Posted 19 December 2013 - 11:52 PM

The map and sounds are awesome. Best map in the game and we all love it.



#62 LastPaladin

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Posted 20 December 2013 - 01:10 PM

View PostZakie Chan, on 17 December 2013 - 05:42 PM, said:

They dont have time or man power to figure out how to tweak engine physics and how the mechs would be animated to move in the gravity.


Well, that really depends on the engine and how they are using it. If they are using the built-in physics module of the engine, they can probably change it by adjusting a single number. If they are handling the physics with custom routines, then it might be more complicated.

#63 Zakie Chan

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Posted 20 December 2013 - 08:16 PM

View PostLastPaladin, on 20 December 2013 - 01:10 PM, said:


Well, that really depends on the engine and how they are using it. If they are using the built-in physics module of the engine, they can probably change it by adjusting a single number. If they are handling the physics with custom routines, then it might be more complicated.


Well they've struggled with the engine before, (zoom module) even if that was a cake walk they would still need new animations to make each mech look half reasonable... and theres what 25 ish mechs out? Too much time investment for little return. I agree it would be awesome to play and see but really there is already too many irons in the fire...

#64 MeiSooHaityu

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Posted 23 December 2013 - 09:07 AM

After finally playing this map, I can say that I really like it. The multiple elevations and paths are really fun.

I will say this though, it feels less "organic" than other maps. By this I don't mean foliage, but mean it feels more like an arena and less like an open spot mechs decided to fight in. That's isn't a problem, but it does feel like there should be an audience watching from bleechers and cheering.

P.S. Now that I think of it, it reminds me of the Trial of Positions from MW2. A closed in area with spots of cover to fight in.


Edited by MeiSooHaityu, 23 December 2013 - 09:08 AM.


#65 Fooooo

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Posted 23 December 2013 - 09:02 PM

I actually think this is one of the better maps.

Mainly the inner sections where there is lots of small cover all over etc.

Yeah its a little blandish, but still, I like all the options on the map. The underground bit isnt too bad either with the 4 entrys, just wish it was much larger.........still, one of my favs now......

#66 Myomes

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Posted 25 December 2013 - 03:17 AM

its true, bloody. The people who work deving the game aren't physicists. It'd be nice if they put one on payroll to get real world physics advice from.

View PostMeiSooHaityu, on 23 December 2013 - 09:07 AM, said:

After finally playing this map, I can say that I really like it. The multiple elevations and paths are really fun.

I will say this though, it feels less "organic" than other maps. By this I don't mean foliage, but mean it feels more like an arena and less like an open spot mechs decided to fight in. That's isn't a problem, but it does feel like there should be an audience watching from bleechers and cheering.

P.S. Now that I think of it, it reminds me of the Trial of Positions from MW2. A closed in area with spots of cover to fight in.




Those bar graphs of armor are 10000000x more easy to read than the vague color coding flashing paper doll. I always used the bar graph in mechwarrior 3 play.

It REALLY needs to be implemented here as a selectable option, because it's much easier to gauge weapons damage against you and thus learn what weapons can do against and FOR you, and also be more successful in actual combat.

#67 Myomes

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Posted 25 December 2013 - 03:34 AM

View PostArtgathan, on 18 December 2013 - 05:12 AM, said:


Neither, actually. The game is being sold as a "thinking man's shooter."



Heat Sinks in BT are actually Heat Pumps (not true Heat Sinks). A Vacuum doesn't "create cold", it creates the absence of heat (which may seem like the same thing, but they're not). Consider that even if you were to float around in outer space it would take you a few minutes to freeze to death because there's nothing around you to transfer your body's heat to.


http://forums.anandt.../t-1213478.html

Quote

12-17-2003, 02:13 PM
Originally posted by: everman
Radiate the heat in a way to aid propulsion?

Slap a peltier on there, and turn your waste heat back into electricity. :unsure:

Actually, I asked a friend who works at NASA, and he said the problem in space is keeping things warm, not keeping them cool!



but what do NASA eggheads know, right?

#68 Diego Angelus

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Posted 25 December 2013 - 03:36 AM

Yeah they managed to get everything wrong but lets take that out for a moment and lets see map design it is fing arena style why in hell would they go and make another one of those like we don't have enough of it, now surface why it has to be so uneven we are on some metal structure you would expect more flat surfaces and more simple to made walls and what not. Only thing good about this map is sounds everything else is same generic scrap we are used to. Now back on topic ok i get it its hard to make real physics but why would they make one if they don't have ability to do it right I think I saw damn a lot of good suggestion on that map theme thread and they pick on its impossible to do for them. I'm glad that at least sounds are good.

Edited by Diego Angelus, 25 December 2013 - 03:38 AM.


#69 Thunder Lips Express

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Posted 25 December 2013 - 03:42 AM

Maybe we are straddling the line of lights side and dark side of the moon?
I would like it more if heat would change from dark areas to light areas, have environmental effects such as the random meteor shower that causes minimal damage, obscures vision by kicking up moon dust, low gravity and {LT-MOB-25} pit breach.
The gravity could be explained by this being a very dense moon, a very large moon. But at this point I'm more concerned with ui 2.0 and CW to worry about gimmicks in a map

#70 Ghogiel

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Posted 25 December 2013 - 06:40 AM

1: Balance

2: It's actually on a planet

3: It's gravity is 1.1g

#71 MeiSooHaityu

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Posted 26 December 2013 - 05:00 AM

View PostMyomes, on 25 December 2013 - 03:17 AM, said:

its true, bloody. The people who work deving the game aren't physicists. It'd be nice if they put one on payroll to get real world physics advice from.



Those bar graphs of armor are 10000000x more easy to read than the vague color coding flashing paper doll. I always used the bar graph in mechwarrior 3 play.

It REALLY needs to be implemented here as a selectable option, because it's much easier to gauge weapons damage against you and thus learn what weapons can do against and FOR you, and also be more successful in actual combat.


Agreed. I like the bar graphs.

#72 Corvus Antaka

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Posted 28 December 2013 - 12:36 AM

I was really dissappointed in the temp myself. -100 would be fun, no heat to speak of, and would let us see what gameplay happens in such an environment for testing & such.

otherwise I like the map.

#73 Thorn Hallis

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Posted 28 December 2013 - 05:36 AM

Thats neither a moon nor an asteroid, it's Manifold, Pennsylvania at night. ;)

#74 990Dreams

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Posted 30 December 2013 - 03:55 PM

Agreed, with a few exceptions:
  • Without dust to reflect of of the lasers shouldn't show up except where it fires and where it hits (this is the case with any map so I'll let it slide).
  • As for a Low Grav map, maybe this is an Earth-sized dustball that wasn't terra-formed. Simple solution (although I doubt PGI intended this). Also, in low-grav ALL weapons should have increased ranges (in fact LRMs would fly REEAALLY high).
Implementing ER just on this map would require quite a bit of coding, but it is possible. I don't really care though, it is a neat stage regardless. Kinda like a Borg cube or the Death Star.

Edited by DavidHurricane, 30 December 2013 - 03:56 PM.


#75 knight-of-ni

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Posted 02 January 2014 - 03:31 PM

View PostSug, on 18 December 2013 - 11:06 AM, said:



Edit: 100,000 cbills for whoever can tell me how to embed a youtube video in the forums like I've been doing for 2 years but all of a sudden can't.


Yeah, the post I am quoting is old, but I want my cbills.
Remove the "s" from https, and it will embed fine. ;)



#76 Sephlock

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Posted 02 January 2014 - 11:38 PM

View PostBlue Boutique, on 18 December 2013 - 03:33 AM, said:

Yes, we all want that space mission from MechWarrior 2 Mercenaries where you had to use ballistics or you blow up from firing a few medium pulse laser shots.
What about the underwater mission from... was it Ghost Bear's Legacy? With the torpedoes?

Oh the HOWLING that would cause.

OMG I GOT KILLED BY A MISSILE! MY WORLD IS SPINNING OUT OF CONTROL! MOMMY! I NEED SOMEONE TO HOLD ME!

#77 xhrit

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Posted 03 January 2014 - 02:55 AM

Every new map sucks. All of them. They all suck.


...until you learn them, and they become your favorite.

#78 Papaspud

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Posted 05 January 2014 - 01:56 PM

In my humble opinion, the new map sucks big fanny. You can hardly see a 30 ft tall mech from 200 meters.... WT?, hate being on the map and you have enemies close by, can't even see them unless you use zoom, just wrong. How are they able to take a mech from 2000 years in the future, and make the vision on them so anything more than 200 meters away is so blended in you can't distinguish anything, really bad......................

#79 Yankiedoodle

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Posted 11 January 2014 - 01:35 PM

I don't know if anyone else has noticed this but on skirmish mode lances alpha and bravo will spawn together, but charlie lance will spawn alone. So all alpha and bravo have to do is make right as soon as you walk through the gate and take on the enemy charlie lance at 2-to-1 odds. Not fun to be a pug in charlie lance. Other than that little problem it's a great map.

#80 Doctor Proctor

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Posted 13 January 2014 - 08:22 AM

I hate this map and I'm to the point where I want to just quit out every time I drop on it. I play Medium mechs quite frequently and I'm CONSTANTLY losing a side or getting rear CT cored by fire that makes absolutely no sound to let me know that I'm being hit. And since the paper doll and voice announcements for critical damage or destroyed components lag behind when the damage is actually received, I've often already lost the ST before Betty even says "Critical Damage" or the paper doll shows the exposed internals.

People will argue "But there's no sound in space", which is meaningless here since PGI obviously included the sounds of your own weapons firing as they're being carried through the structure of the mech. A Large Laser melting off half a ton of armor should also be making noise, even though right now it almost never does (or it's so low that even with headphones on I can't heat it at normal levels with effects set to 70 or 80%).

Some will also say "Have better situational awareness/pay attention to the red damage indicator", but this is also a problem in large fights. You might have a peppering of laser and machine gun fire coming at you from multiple directions and generating muliple hit markers, but the sound of some Phract jamming 3xUAC/5 full blast into your rear CT is completely obscured and the hit markers are lost amongst the flurry of other hit markers coming from relatively minor damage. Not to mention that typically you hear the sound first and then look to see the hit markers to determine direction, which can still give you the edge you need to torso twist and spread damage. With it happening completely silently though, it's easy to be distracted by aiming or navigating and not see the hit marker for a second or so, by which time it's too late to save yourself from lose a ST.

Lastly, it's just a flat out issue of game balance. Mediums mechs don't have the speed or armor to take a lot of fire in this game already, and adding in issues in even telling when you're taking fire just further exacerbates the problems. I understand PGI wanting HPG to have a unique feel to it's sound design, and that's fine. I love the changes in weapon sounds that your mech makes while firing them, and they're perfectly audible and let me know aurally exactly what I'm firing. I just want the same level of sound design applied to weapon hits as well so that I'm not constantly surprised by being cored or losing 50% of my weapons to an enemy that made no sound while dumping 30 point alphas into me repeatedly.





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