Jump to content

Hillclimb Module Solutions?


22 replies to this topic

#1 Cyborne Elemental

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,000 posts
  • LocationUSA

Posted 23 January 2014 - 10:40 PM

For being a very expensive mod, you sure don't get much out of it.

This module could be very useful on some of the slower mechs, so they don't just get stuck on twigs and random map glitches.

I was really hoping for some increased climbing ability after unlocking this mod, but the actual impact this mod makes is hardly noticeable.

How do you guys feel about putting some pressure on the devs to improve this module?

Speed drops from slopes don't have to be drastically changed, but slope tolerance that actually forces a mech to stop completely needs improvement.

Also mods like this would sway the need for the thousands of map adjustments, which can be quite a pain and would take endless hours to do, when you can just adjust this module instead.

What I would propose would be this.

Light Mechs | deceleration on slopes is 20% less, Slope tolerance is 3 degrees better.

Medium Mechs | Deceleration on slopes is 16% less, Slope tolerance is 5 degrees better.

Heavy Mechs | Deceleration on slopes is 13% less, Slope tolerance is 7 degrees better.

Assault mechs | Deceleration on slopes is 10% less, Slope tolerance is 10 degrees better.

The reason I would set these numbers, is more about momentum than speed.
And I'm just throwing some #'s out there for discussion, the actual change would need alot of testing to keep things balanced and make sure its done right.

Light mechs will have the momentum to get up slopes much quicker just as they are now, but should gain the least from this mod, they're mobile enough as is and most have jumpjets to maneuver anyway.

Heavies won't get as much speed boost, but the torque from their highpower engines and large legs should provide alot better climbing grip and power to keep them from stopping completely.
Heavies IMO should be juggernauts, and making them freeze completely on slopes for those without jumpjet assist just doesn't work so well for gameplay IMO.

What do you guys think? is something like this worth debating?

Edited by Mister D, 23 January 2014 - 10:42 PM.


#2 MustrumRidcully

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 10,644 posts

Posted 24 January 2014 - 12:06 AM

We used to debate about the useleness of the module, but sometimes such talks about underpowered things that have plenty of alternatives to use instead just stop, especially if nothing happens.

#3 Mechteric

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 7,308 posts
  • LocationRTP, NC

Posted 24 January 2014 - 08:29 AM

It shouldn't even be a module, rather it should be something like an XP unlock in the Elite/Basic tier.

#4 Grey Death Storm

    Member

  • PipPipPipPipPipPip
  • The Angel
  • The Angel
  • 290 posts

Posted 24 January 2014 - 08:40 AM

i have tried the module my self and am left wondering why i spent 600,000,00 cbills for it i have a stalker mech and i don't notice any difference in the use of this module or am i missing something am i meant to press a button or something?

#5 Almond Brown

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 5,851 posts

Posted 24 January 2014 - 08:42 AM

View PostCapperDeluxe, on 24 January 2014 - 08:29 AM, said:

It shouldn't even be a module, rather it should be something like an XP unlock in the Elite/Basic tier.


Roger that. If my Stalker had a 3rd slot, then perhaps one might consider such a module addition. Alas, my Mastery of that chassis provides only a second slot. Oh woe is the Stalker Chassis group. :ph34r:

#6 Pjwned

    Member

  • PipPipPipPipPipPipPipPipPip
  • Little Helper
  • 4,731 posts
  • LocationDancing on the grave of Energy Draw LOL

Posted 24 January 2014 - 12:03 PM

It's trash, the only way I would consider using it is if it completely eliminated deceleration on slopes, or if that would be too much then a 90% reduction would also be fine.

#7 DONTOR

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,806 posts
  • LocationStuck on a piece of Commando in my Ice Ferret

Posted 24 January 2014 - 12:06 PM

I use it on most mechs and notice it on them all. lancemates without it in the same mech cant even follow me up areas that I go with it. Also it make non JJ lights able to climb just about anything, helps TONS on canon network with my Commandos. A very worthwhile module.

#8 Mawai

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 3,495 posts

Posted 24 January 2014 - 12:09 PM

I've put one on my Jenner and it makes a bit of difference especially when trying to climb mountain peaks and the like where jump jets just aren't quite enough. However, I don't think the benefit it adds are worth the cost and there are better modules (I put in on my Jenner-K that has 4 module slots anyway .. )

I'd probably never use it on a slow mech since the number of times it would be useful climbing a hill (compared to the other things I could put in the module slots) would be very limited ... on the other hand, it might be worth it in the third module slot of a brawler mech.

Edited by Mawai, 24 January 2014 - 12:11 PM.


#9 Cyborne Elemental

    Member

  • PipPipPipPipPipPipPipPipPip
  • 4,000 posts
  • LocationUSA

Posted 24 January 2014 - 11:01 PM

Thats the thing though, the mod should be for maintaining good speeds over varied and rough terrain so you don't get bogged down in a brawl.

It kinda works, but there are tons more places where it doesn't because of the inconsistencies in slope angles and terrain features and props from map to map.

For 15,000 GXP, and 6,000,000 Cbills, its one of the most expensive modules, and you get the least result from it.

#10 Troutmonkey

    Member

  • PipPipPipPipPipPipPipPipPip
  • Moderate Giver
  • Moderate Giver
  • 3,776 posts
  • LocationAdelaide, Australia

Posted 25 January 2014 - 02:02 AM

That maths had been done around the time it came out and PGI confirmed that it only affects DECELERATION when hitting a hill. Not total speed, or maximum angle. So, a hill you could climb before at 2 second would instead take you 1.98 seconds or something equalling minuscule.

In short- save your cash

#11 Bhael Fire

    Banned - Cheating

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 4,002 posts
  • Twitter: Link
  • Twitch: Link
  • LocationThe Outback wastes of planet Outreach.

Posted 25 January 2014 - 02:09 AM

Rename it, for starters.

"Improved Actuators" would be a better name than Hill Climb.

Consistency is the hobgoblin in many a designer's notebook.

Edited by Bhael Fire, 25 January 2014 - 02:12 AM.


#12 John MatriX82

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 2,398 posts
  • LocationItaly

Posted 25 January 2014 - 02:25 AM

There's one equipment that doesn't require GXP nor millions of c-bills, although not available for every chassis: jump jets.

Since movement archetypes intro, I've basically abandoned any chassis that doesn't have them. Because it's absoluterly TARD that a mech with knee joints can get stuck stumbling over ankle-tall ridges or rocks. And getting stuck means to die.

Movement archetypes should be reworked, so that you can't climb vertical hills or reach impossible locations as it is now, but not crippling control/movement experience of anything JJ-less. But even after all the feedback they got from this what did they do? They trolled us with a useless module lol

#13 Profiteer

    Member

  • PipPipPipPipPipPip
  • 353 posts
  • LocationNew Zealand

Posted 25 January 2014 - 11:42 PM

For the purposes of climbing hills it should:

Turn an assault into a heavy.
Turn a heavy into a medium.
Turn a medium into a light.
Give light mechs -20% fall damage.

#14 Sandpit

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 17,419 posts
  • Facebook: Link
  • Twitter: Link
  • LocationArkansas

Posted 26 January 2014 - 12:08 AM

they just need to clear the maps of all those invisible barriers we get stuck on period. problem solved :)

#15 80sGlamRockSensation David Bowie

    Member

  • PipPipPipPipPipPipPipPipPip
  • The People's Hero
  • The People
  • 4,001 posts
  • LocationThe Island

Posted 26 January 2014 - 12:11 AM

It helps mediums and phracts (who are in the same hill climb "medium" class) with climbing up hills and hill humping.

The module however is worthless on assaults who get stuck on a pebble and lights who just skim up hills at full throttle anyway.



Basically, its decent for mediums and specific heavies. Worthless on lights and assaults. It could definitely use a significant buff. Say a straight up double its effect.

#16 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 26 January 2014 - 12:17 AM

Even a simple "upgrades mech weight movement level" would make the module better.

Right now, it's a joke. I think you'd get more mileage out of Advanced Gyro than Hill Climb easily.

#17 Peiper

    Member

  • PipPipPipPipPipPipPipPip
  • The Dragoon
  • The Dragoon
  • 1,444 posts
  • Google+: Link
  • LocationA fog where no one notices the contrast of white on white

Posted 26 January 2014 - 12:20 AM

Sigh... you are all forgetting a very important, overlooked element.

HANDS

Mechs with lower arm actuators and hand actuators, whether animated or not, should have an easier time scrambling up slopes than those without them.

#18 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 26 January 2014 - 12:20 AM

hill climb module should instead be a skill, and it should replace the pinpoint skill which currently does nothing.

And I agree hand actuators should help you climb hills and get up from knockdown.

Edited by Khobai, 26 January 2014 - 12:23 AM.


#19 Deathlike

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 29,240 posts
  • Location#NOToTaterBalance #BadBalanceOverlordIsBad

Posted 26 January 2014 - 12:34 AM

View PostPeiper, on 26 January 2014 - 12:20 AM, said:

Sigh... you are all forgetting a very important, overlooked element.

HANDS

Mechs with lower arm actuators and hand actuators, whether animated or not, should have an easier time scrambling up slopes than those without them.


Yes, but magic!

That explains why the Stalker has a better movement profile than the Victor, Atlas, and Highlander...

Oh wait...

#20 Lightfoot

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 6,617 posts
  • LocationOlympus Mons

Posted 26 January 2014 - 03:57 AM

It needs to increase the mech's ability to climb slopes by angle of incline. I thought that was what it did actually. It's not called ClimbSpeed, it's called HillClimb, but all it does is climb speed buff.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users