Please Remove Obstacles (Boulders Sticking Out Everywhere, Low Tiny Buildings, Icebergs And Tow Cars Away)
#61
Posted 22 July 2014 - 11:45 AM
that is so frustrating to back into something while being shot at, and i cant see what it is, or where to turn to, to avoid it......
#62
Posted 22 July 2014 - 11:54 AM
Real immersion would be stomping the one story building flat to get it out of your way, or simply stepping on top of the two meter high boulder that you can't see when you're right next to it.
#63
Posted 22 July 2014 - 11:55 AM
Ursh, on 22 July 2014 - 11:54 AM, said:
Real immersion would be stomping the one story building flat to get it out of your way, or simply stepping on top of the two meter high boulder that you can't see when you're right next to it.
And then possibly fall due to a failed piloting skill chance.
#64
Posted 22 July 2014 - 01:22 PM
Joseph Mallan, on 22 July 2014 - 11:40 AM, said:
This is actually a major complaint I've had with this game from the beginning. The movement of mechs is too smooth across all terrain, both inside the cockpit and the stabilization of weapons. I would like my mech to swagger, stagger, fumble, bumble, and generally feel like I'm inside an 80 ton WALKING death machine with 5 different weapons systems tied to variety of semi-fixed and highly mobile positions.
Watch the arms of the Atlas, they wobble a bit with each step. It looks cool, it looks like the mech is auto-correcting, but it's not instantaneous.
Or when the mech gets hit at about 1:30, and visibly staggers and halts forward progress. That's mimicked by some screen shake, but it doesn't FEEL like that's what's happening in the cockpit.
Last note: about about 50 seconds I want that missile detection system back instead of the generic "warning incoming missiles" have the targeting computer actually light up and track projectiles (incoming and outgoing) with different colors.
Edited by Prezimonto, 22 July 2014 - 01:22 PM.
#65
#66
Posted 22 July 2014 - 03:43 PM
#67
Posted 22 July 2014 - 09:25 PM
#68
Posted 12 September 2014 - 03:18 PM
Joseph Mallan, on 21 July 2014 - 06:41 PM, said:
Id just like some continuity, either all fallen mech carcasses on the ground are unmovable impassable object like those on the slope of Terra(or elsewhere) or remove the hitbox of those on the ground like the carcases we leave behind when we die. Feel free to add continuity to the rest of the game where you see fit.
#69
Posted 12 September 2014 - 03:36 PM
#70
Posted 12 September 2014 - 03:53 PM
Get hung up on a car/building for a second while your mech smashes it, not get "frozen" on it and railed by enemy fire trying to "get unstuck".
I also hate how I can't even shoot through trees on htese maps.
#71
Posted 12 September 2014 - 04:20 PM
Its your responsibility to remain aware of your surroundings as best you can, what ever you miss is just chslked up to fog of war...deal with it.
It's is your responsibility to determine as best you can, what terrain is traversible, which might be if you are willing to rake the risk, and what is not. Your success in this is part of your tactical skill set as maneuver combat...some people will be good, others will suck...if you suck, focusing on being better if you think its important.
Let's be honest here, mechs shouldn't be able to traverse all terrain and obstacles. There are various reasons, some of which can be easily portrayed in game, while some others can't. It's your job as the pilot, to determine what is traversible and what's not...or take the risk to try it out.
On a side note, boulders and glaciers are likely much more resistant to mech weaponry than one might think. Don't forget, our armor is ablative and can be defeated or worn down relatively quickly by MGs...odds are, a boulder or glacier would be more resilient. Considering the amount work it takes for our weapons to eat through a ton of armor compared to a MG versus a ton of boulder or glacier, those boulders and glaciers probably would persist through several direct hits.
Edited by CocoaJin, 12 September 2014 - 04:24 PM.
#72
Posted 14 September 2014 - 12:34 AM
CocoaJin, on 12 September 2014 - 04:20 PM, said:
Sure, but it's also not an unreasonable expectation that a 15 meter tall 'Mech should be able to easily smash/crush/step over a 3 meter statue, a regular passenger car, or a pipeline that doesn't even reach the knees of the 'Mech in question.
If you consistently get hung up on the same obstacle, yes it's a L2P issue. However if you get hung up on an obstacle that there's really no reason you should get hung up on (a small rock, a car, a statue, a single tree, a lamp post, a small pipe sticking out of the ground etc etc), it's a programming issue, not a L2P issue.
#73
Posted 14 September 2014 - 02:49 PM
stjobe, on 14 September 2014 - 12:34 AM, said:
If you consistently get hung up on the same obstacle, yes it's a L2P issue. However if you get hung up on an obstacle that there's really no reason you should get hung up on (a small rock, a car, a statue, a single tree, a lamp post, a small pipe sticking out of the ground etc etc), it's a programming issue, not a L2P issue.
Have you seen the foot falls of our mechs, especially the heaviest ones? If I'm remembering correctly, most mechs, if not all, have no option to clear an obstacle 20% of the mech's height. Our mechs shuffle like old men, or run chicken legged...neither style of movement allows or easily allows the mech's foot to rise above its knee. If you can't do a knee high leg movement, then you are severely limited in clearing/traversing terrain and obstacles.
Though I'd agree there are some short comings in terms of how some obstacles are modeled for traversing. But I can also understand how improving these models could bring some significant performance issues if the server has to track and update these models.
#74
Posted 14 September 2014 - 03:47 PM
#75
Posted 14 September 2014 - 05:53 PM
Moon the ****, on 14 September 2014 - 03:47 PM, said:
Agreed...like using flamers to deny an area from the enemy, to funnel units into a kill box, of using the flame, heat and smoke to screen friendly mech movements from visual and sensory sources. I mean ok, radar would still allow for locks possibly, but you couldn't aim a specific parts of the mech.
#76
Posted 14 September 2014 - 06:11 PM
Kain Thul, on 12 September 2014 - 03:53 PM, said:
Get hung up on a car/building for a second while your mech smashes it, not get "frozen" on it and railed by enemy fire trying to "get unstuck".
I also hate how I can't even shoot through trees on htese maps.
exactly this. Have it so the geometry collisions slow the mechs down. Hell, even let them take damage if necessary. But don't treat a parked car or the jutting corner of a building like you ran smack dab into the middle of a mountain. Slow grind, with damage. Maybe they'll need to fix the collision mechanics to do it, but that's what we need. Not the way things are now.
#77
Posted 14 September 2014 - 06:39 PM
AUSSIETROOPER4, on 21 July 2014 - 08:46 PM, said:
I don't jumpjets in their current state would clear the pipes on Caustic. True story...you might be able to get halfway up them though.
Alistair Winter, on 22 July 2014 - 03:25 AM, said:
"My AC20 hit that Atlas square in the face and did no damage."
"You don't think there are duds in real war too?"
"Yeah, but we were already two men down due to disconnects."
"You can't always count in reinforcements in war."
"And there was a guy on our team TKing his whole lance."
"Just like when I fought Charlie in Vietnam. I never did trust those local translators."
"Such a huge mismatch, and I spent 5 minutes in the queue waiting for matchmaker to work"
"When I invaded France on D-day, I had to wait five hours in the personnel carriers."
"Finally, I got LRM'ed to death because my Jenner got stuck on some invisible terrain while jump jetting."
"A land mine blew the tracks off my M-1 Abrams when I was in Operation Desert Storm. You adapt, you survive. You overcome."
#78
Posted 28 December 2014 - 05:10 AM
#79
#80
Posted 28 December 2014 - 02:36 PM
Have cars blow up, have trees fall down, etc. Half the fun of being in a mech is busting **** up...
Edited by verybad, 28 December 2014 - 02:39 PM.
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