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Hpg Manifold Is A Sloppy Map With Many Problems


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#81 Sephlock

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Posted 13 January 2014 - 09:01 AM

View PostPapaspud, on 05 January 2014 - 01:56 PM, said:

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......................
Think of it as early implementation of Chameleon armor.

#82 MeiSooHaityu

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Posted 13 January 2014 - 09:14 AM

View PostPapaspud, on 05 January 2014 - 01:56 PM, said:

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......................


It adds variety I suppose. Some maps are hot, and some are hard to see your oponent in (like River City Night). They can't all be cold maps where the oponent sticks out like a sore thumb.

If this map needs anything it is the usual hitbox fixes. Other than that, the map is pretty unique and cool.

#83 PenitentTangent

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Posted 13 January 2014 - 04:10 PM

View PostBloodyscalphunter, on 17 December 2013 - 05:22 PM, said:

When I saw this map i was excited, "finally a map in space". But once I played it I was very disappointed in the environments physics. So lets figure out where they went wrong.[/color]

]First, the fact that this map has an almost non existant atmosphere. This is highlighted by the fact that sounds are muffled by the lack of said atmosphere. Sound needs molucules to bounce off of to produce sounds. With such a extreemly thin atmosphere our laser and PPC weapons should have extended ranges. With no atmosphere for the energy to blead off into or be distorted, energy weapons will go on until gravity forces the energy into the ground. Also with a thin atmosphere heat would dissipate at a faster rate since an atmosphere holds in heat.[/color]

Secondly the temperature is all wrong. This looks like a moon, not a planet. Since this is a HyperPulse Generator facility this being a moon makes more sense. So if this is a moon on a habitable planet the temp they provide is very wrong. If this facility is on the sun side of the moon temps would be around 100˚C and on the dark side -150˚C. The -10˚C temp they say makes no sense. Considering the thin atmosphere, there is nothing to hold in heat. The temps should be drastically reduced or increased. There are other maps with far colder temps with atmospheres helping that out. Same can be said about the hotter maps.[/color]

Finally there is the gravity. Moons with little to no atmosphere are smaller moons. With not enough gravitational hold to keep an atmosphere. Our moon’s gravity is 1/6 that of Earths gravity. As such our mechs would fall slower and have almost no damage associated with falling. Also ballistic weapons ranges should be increased to such a degree that they most likely would be able to reach escape velocity from a straight line. Also our mechs speed should also see a increase. With less gravity pushing down on our mechs we should be able to go faster than in an environment with a increased gravity.[/color]

All in all the physics on this map make no sense with what we see. Hopefully PGI will change some of this to make it a little more realistic.[/color]


Okay, space is an insulator, this means that the lack of an atmosphere would make it very difficult to remove heat. The only method is through Radiating the heat over time. Convecting and conducting heat is impossible in space.

You also failed to take into account how hot the star this planetoid orbits. Maybe it pumps only enough energy to produce -10 degrees Celsius at the distance this planetoid is and how much output the sun has.

finally, gravity is not the only deciding factor on wether a planet has an atmosphere or not.

#84 Skunk Wolf

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Posted 14 January 2014 - 05:17 AM

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

Ur sloppy.

They have enough on their plate figuring out cw, ui2.0 and dx11. 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.

Id allow them the easy out there.

New map is gorgeous. The map team really did nice work modelling it. Multilevel combat is very refreshing and what the game needed. Also the map is HUGE. Another great thing to see because maps like forest colony are much to small and linear for interesting battles.

New sounds are sweet.


I think the map is plain ugly.

Seriously ugly.

I work around industrial equipment like the Saipem 9000 and the Hermea Hermod. Which are way larger than some of the gear we fight around in this game. They are very colourful.

There is no freaking reason they used the borg cube look. The plates are what? 1mx1m or less?

This is an HPG generator, not a military installation, a comstar installation. (We really shouldn't be fighting around it anyway, but what the hey, why keep going with cannon).

It would have killed them to figure out how to change the texture pallete.

They could have used something insane and alien, like a planet of cobalt sand, with the dust piliing up from meteor strikes settling on the grey metal, that would have been nice. Bright blue on grey.

Don't get me started on the surface water or gravity readings for the environs. It would have taken about 30 minutes of research to put them in realistic limits.

#85 Latorque

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Posted 14 January 2014 - 05:31 AM

After reading through this thread partially; i'd like for PGI to implement the Tetatae in some way just for the hell of it. Especially on this map.

Realism. Yup. ;)

#86 Artgathan

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Posted 14 January 2014 - 09:13 AM

View PostDoctor Proctor, on 13 January 2014 - 08:22 AM, said:

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%).


Weapon impacts on your mech do make sounds, perhaps you've got the effects volume turned down too far? (Or maybe it's tied to the "weapon damage glow" setting being on/off?)

#87 Doctor Proctor

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Posted 14 January 2014 - 10:06 AM

View PostArtgathan, on 14 January 2014 - 09:13 AM, said:


Weapon impacts on your mech do make sounds, perhaps you've got the effects volume turned down too far? (Or maybe it's tied to the "weapon damage glow" setting being on/off?)


As I said in the section that you quoted, I use headphones for sound and the effects volume slider is set at around 70-80%. So my sound volume settings aren't the problem. Also, the sounds are inconsistent, as in certain weapons make sounds, others don't. I had my entire RT sheared off by a laser boat Battlemaster out of my field of vision and seismic range without hearing a sound. I've also been cored by an AC/40 that made a plink so small I couldn't hear it over my own weapon sounds.

As for it being related to damage glow though, that's an interesting thought. I've had that turned off since they added the option since it boosts my FPS quite a bit. However, if that were the case, then it's still a bug and needs to be fixed by PGI.

#88 Monsoon

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Posted 16 January 2014 - 01:58 PM

The one thing I find funny about the map, is the ambient temperature. Only -10 degrees!?

In direct sunlight the temp should be extremely hot and in the shade/darkside of the moon (asteroid) it should be extremely cold. -10 degrees is what it is outside my door. lol

#89 Jay Kerensky

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Posted 17 January 2014 - 11:14 PM

View PostBloodyscalphunter, on 17 December 2013 - 05:22 PM, said:

When I saw this map i was excited, "finally a map in space". But once I played it I was very disappointed in the environments physics. So lets figure out where they went wrong.[/color]

]First, the fact that this map has an almost non existant atmosphere. This is highlighted by the fact that sounds are muffled by the lack of said atmosphere. Sound needs molucules to bounce off of to produce sounds. With such a extreemly thin atmosphere our laser and PPC weapons should have extended ranges. With no atmosphere for the energy to blead off into or be distorted, energy weapons will go on until gravity forces the energy into the ground. Also with a thin atmosphere heat would dissipate at a faster rate since an atmosphere holds in heat.[/color]

Secondly the temperature is all wrong. This looks like a moon, not a planet. Since this is a HyperPulse Generator facility this being a moon makes more sense. So if this is a moon on a habitable planet the temp they provide is very wrong. If this facility is on the sun side of the moon temps would be around 100˚C and on the dark side -150˚C. The -10˚C temp they say makes no sense. Considering the thin atmosphere, there is nothing to hold in heat. The temps should be drastically reduced or increased. There are other maps with far colder temps with atmospheres helping that out. Same can be said about the hotter maps.[/color]

Finally there is the gravity. Moons with little to no atmosphere are smaller moons. With not enough gravitational hold to keep an atmosphere. Our moon’s gravity is 1/6 that of Earths gravity. As such our mechs would fall slower and have almost no damage associated with falling. Also ballistic weapons ranges should be increased to such a degree that they most likely would be able to reach escape velocity from a straight line. Also our mechs speed should also see a increase. With less gravity pushing down on our mechs we should be able to go faster than in an environment with a increased gravity.[/color]

All in all the physics on this map make no sense with what we see. Hopefully PGI will change some of this to make it a little more realistic.[/color]

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#90 FireDog

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Posted 18 January 2014 - 10:56 AM

Love the map PGI. I just wish it was more bigger and complicated, with more under ground paths/rooms, gates, ramps to outer walls, you know, the works! Also maybe PGI can fill in all the hashed marked area around the base with playable space. Adding turrets and AI when possible would be icing on the cake!

As long as I'm "asking for the moon", can you add the upward velocity vector of ramps when jumping to your physic engine? I miss getting major air time since MW4. Playing on the old Cantinia Moon Base map with all its great ramps felt like it was a low gravity world/moon.

#91 Jman5

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Posted 19 January 2014 - 10:21 PM

The map in general is great, but the sheer number of invisible terrain blockers makes it frustrating as hell. It's probably worse than any other map I have seen.

I don't even know where to begin when it comes to reporting invisible terrain blockers. It's like the entire map has this thick invisible bubble over every surface and you have to move extra far away from walls just to connect. Someone needs to just go through shaving down the surfaces particularly around the middle structure.

#92 PhoenixFire55

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Posted 20 January 2014 - 01:24 AM

View PostBloodyscalphunter, on 17 December 2013 - 05:22 PM, said:

With such a extreemly thin atmosphere our laser and PPC weapons should have extended ranges. With no atmosphere for the energy to blead off into or be distorted, energy weapons will go on until gravity forces the energy into the ground.


True.

But do we really need to have small laser pop-tart duels at 3000m-4000m range? I think not. And if you increase range by 20%-ish it's not gonna make any difference. Besides, missiles won't be affected by range changes, thus weapon balance will be gone. It wouldn't be an issue if game allowed us to select loadouts for each map but as long as it isn't the case I wouldn't touch anything that can ruin game balance we are yet to achieve once again.

View PostBloodyscalphunter, on 17 December 2013 - 05:22 PM, said:

Also with a thin atmosphere heat would dissipate at a faster rate since an atmosphere holds in heat.


Wrong.

Just as you need molecules to 'bounce off' to propogade sound you need same molecules to keep bouncing to dissipate heat. Without the atmosphere your only way of cooling your mech would be via points of contact with the ground (aka legs) and Black Body emission, but ... only if ground temperature is actually less then the temperature of your mech. Same goes for BB emission. If not firing, your mech will eventually reach equilibrium between the amount of radiation it emits and absorbs, thus haveing a constant temperature that will in turn depend on the star proximity, exposure to direct light etc. The eventual temperature can be anything really, from -270C to +600C at which you'll probably begin to cook inside your mech. The speed at which this equilibrium is established is FAR slower then thermal equilibrium in atmospheres. Same way, heat dissipation via legs is also a far slower process, even if ground temperature is close to absolute zero.

So, if done 'right', you'll be getting rid of heat you generated firing one small laser for an hour or so. Realistic? Yes. Playable? No.

View PostBloodyscalphunter, on 17 December 2013 - 05:22 PM, said:

Secondly the temperature is all wrong. This looks like a moon, not a planet. Since this is a HyperPulse Generator facility this being a moon makes more sense. So if this is a moon on a habitable planet the temp they provide is very wrong. If this facility is on the sun side of the moon temps would be around 100˚C and on the dark side -150˚C. The -10˚C temp they say makes no sense. Considering the thin atmosphere, there is nothing to hold in heat. The temps should be drastically reduced or increased. There are other maps with far colder temps with atmospheres helping that out. Same can be said about the hotter maps.


Wrong.

Temperatures on a body without an atmosphere can vary from absolute zero up to the temperatures at which this body will melt, depending on the proximity to the system star. This temperature is determined by the same thermal equilibrium I've described before. Only thing that heats your moon (relatively small body without internal heat generation) up is star radiation, so its a balance between radiation your moon absorbs and emits. Mercury is somewhat a great example. Just like Moon always faces Earth with only one of its hemispheres, Mercury faces Sun same way. Thus temperatures on the 'sunny' side that is always exposed towards solar radiation are somewhere around 400C, while on the 'gloomy' side that is shielded from sunlight by the mass of Mercury itself they are always around -170C. Take into account, that just like on Earth, when day temperatures are usually higher then night temperatures, the 'average' temperature on Mercury would have been somewhat in-between those numbers if the planet wasn't always facing Sun with one side. Now if Manifold map is actually somewhere on a moon of a planet, it means that this moon is most likely facing its planet with one of its side at all times. Because this planet revolves around the star it means that planets moons are unlike Mercury actually haveing days and nights everywhere on a regular basis. Which means that the 'ambient' temperature for this map can be anything PGI damn wants it to be between -270C and +800C at which some rocks begin to melt.

View PostBloodyscalphunter, on 17 December 2013 - 05:22 PM, said:

Finally there is the gravity. Moons with little to no atmosphere are smaller moons. With not enough gravitational hold to keep an atmosphere. Our moon’s gravity is 1/6 that of Earths gravity. As such our mechs would fall slower and have almost no damage associated with falling. Also ballistic weapons ranges should be increased to such a degree that they most likely would be able to reach escape velocity from a straight line. Also our mechs speed should also see a increase. With less gravity pushing down on our mechs we should be able to go faster than in an environment with a increased gravity.


Debatable.

It might be typical in our Solar system but there is nothing preventing a planet or a moon without atmosphere from haveing a 1G gravity, 10G gravity etc. If our Moon would have been made of solid metal it would have had a gravity force near or equal that of Earth. In my opinion it would have been really interesting to see MWO map with little gravity but I just do not believe that current game engine will respond well to drastic changes in that regard. It is all very unrealistic as is that ballistic weapons can have under 1km max range (AC20 does nothing at 810+ meters).

As for speeds, I'll have to disagree. Have you seen how astronauts moved on Moon during Apollo missions? A walker type mechanism (be it a battlemech or a human) is designed to move in a certain type of gravity. Change it significantly in any way and he either can't move at all or have real difficulty coordinating his body. Now unlike a human, you can change actuator 'types' on mechs or smth like that to compensate, but that does not necesserily mean speed increase or decrease. And again, game engine most certainly won't respond well to any significant speed increase. All the problems we had with hit detection (and honestly still haveing) on fast moving mechs will reappear again and only become worse. Besides, it'll feel like fighting a tank from a jetplane within a city. You can see it in movies and some (bad) videogames. Sure you can fire guided missiles, but hitting smth with direct fire weapons while moving at 1000kph is next to impossible.

View PostBloodyscalphunter, on 17 December 2013 - 05:22 PM, said:

All in all the physics on this map make no sense with what we see. Hopefully PGI will change some of this to make it a little more realistic.


Not really, no. BattleTech / MechWarrior has little to do with realism to begin with. Personally I'd love to see realistic environments in the game but it'll really be hardcore and PGI just won't do it. They already said they are making a typical FPS for a typical FPS playerbase. In another lifetime maybe ...

#93 Jam the Bam

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Posted 21 January 2014 - 05:38 AM


View PostBloodyscalphunter, on 17 December 2013 - 08:45 PM, said:





On the heat sinks in a vacumm. Heat Sinks work like radiators on a PC. Heat is tranfered to the radiators. In space which is extreamly cold heat would be rapidly removed from the radiator due to this effect. It's why heat sinks work better in a freezing environmentvs a hot environment. A vacuum creates cold, that helps cooling.






NO. NO. NO.




Heat sinks transfer heat away from the attached component through convection into the medium in which it is surrounded (air or water etc.), that's the reason heat sinks are designed with as large a surface area as possible to maximise the contact surface and therefore the heat transferred through convection. The outside temperature would affect it, but nowhere near as much as the lack of atmosphere to transfer the heat through. Radiation is a very poor method of transferring heat, which would be the only method available in an incredibly thin atmosphere.




Anyway I'm sure this has already been mentioned by loads of people before me. I just can;t let that kind of pseudo science pass.


#94 Blue Splint

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Posted 21 January 2014 - 07:05 AM

View PostJman5, on 19 January 2014 - 10:21 PM, said:

The map in general is great, but the sheer number of invisible terrain blockers makes it frustrating as hell. It's probably worse than any other map I have seen.

I don't even know where to begin when it comes to reporting invisible terrain blockers. It's like the entire map has this thick invisible bubble over every surface and you have to move extra far away from walls just to connect. Someone needs to just go through shaving down the surfaces particularly around the middle structure.


This is my concern more than anything else. Fighting up top on the structure is just ridiculous, there are invisible walls EVERYWHERE under that dish, extending to several mech widths all over. This needs fixing more than anything else.

#95 SkyHawkOne

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Posted 21 January 2014 - 10:39 AM

Ok, respectfully, IT IS A GAME.

And I do not mean anything else by it, sometimes the physics is right, most of the time(in games) it is not. If you are going to poke holes at the physics, then the mechanics is also wrong.

I often wonder when looking at another mech, how one leg is on the ground and the other is 'in the air' and the mech does not fall over.

How does a mech walk and not fall?

How does a mech, 55 tons or more, fly? Come on. How many jump jets do you need.

It is a game, i enjoy it and I have fun.

I am really good at Tiger Woods on WII, i can spin that ball and curve it.

Edited by SkyHawkOne, 21 January 2014 - 10:43 AM.


#96 xhrit

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Posted 26 January 2014 - 09:21 AM

View PostSkunk Wolf, on 14 January 2014 - 05:17 AM, said:

This is an HPG generator, not a military installation, a comstar installation. (We really shouldn't be fighting around it anyway, but what the hey, why keep going with cannon).


Why do people try to defend canon if they are not even going to actually read it?

Quote

While stations of the original Star League and the Clans are integrated into the communities they serve, their vulnerability to attack during the Amaris Coup resulted in ComStar developing separate heavily protected compounds. These massive ferro-concrete structures are virtual mini-Castles Brian designed as much to defend ComStar personnel from outside attack as to separate them from the influences of the general populace, with many featuring extensive supply caches and even accommodations for BattleMechs and Combat Vehicles.


Quote

With their faith in ComStar's neutrality finally shattered by the actions of Operation Scorpion in 3052, the Great Houses seized control of the HPG stations within their realms.


Quote

Much like water resources and working factories in the Succession War era, planets with a working HPG have become much more important and vital military targets.


#97 egreSS

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Posted 27 January 2014 - 07:06 AM

The map is freaking amazing and the sound effects are made from pure champion material.

There is only ONE thing to gripe on about HPG and that's a missed low-gravity opportunity.

Edited by egreSS, 27 January 2014 - 07:06 AM.


#98 Pet Dude

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Posted 28 January 2014 - 11:44 AM

Heat should be adjusted. Weapon range we can leave that. Gravity is a tough one since yes a Spider reaching orbit complicates things and I assume the planet has artificial gravity (maybe magnetic Mech LOL). I would like to see better lighting ma
be search lights that travel the map. I think the sounds when you are hit need to be adjusted. So many times I don't even notice I'm getting melted by lasers until its too late. Realistically I believe you could hear a sound of the armor being hit by high intense cutting energy due to the atmosphere inside the mech. I'm not science major though. On a side note I wish there were destructible environments.





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