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Mech Movement Changes


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#1 Impyrium

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Posted 22 March 2016 - 03:53 PM

I haven't seen any threads about this since it went live, which is odd, since it sounded like it was going to be a big change and then it just sort of disappeared under all those shiny new mech textures.

Have you noticed it? Has it made a change in your gameplay? I think the change is quite subtle. I haven't done any excessive testing myself but it seems, from when I have paid attention, that it adds a bit of leeway into what the mech can move through before it 'collides'.

If anything this change makes a lot of sense. Previously I imagine we were just capsule colliders sliding across the ground, which is probably the least interesting way to simulate legs, whereas now it reflects the fact that smaller objects would simply be passed by the legs.

#2 El Bandito

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Posted 23 March 2016 - 03:49 AM

Haven't been driving my Assaults (due to people gifting me the Archer pack) so I cannot comment on it. I'll bump your thread though, so other might comment.

#3 Juodas Varnas

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Posted 23 March 2016 - 03:51 AM

I've not noticed any change at all.
Still get stuck on tiny fences, roots and steps on Viridian bog.

Actually, i didn't even know we're supposed to have this change already, i thought it's only in the next patch or something.

Edited by Juodas Varnas, 23 March 2016 - 03:52 AM.


#4 Khobai

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Posted 23 March 2016 - 04:03 AM

Quote

Actually, i didn't even know we're supposed to have this change already, i thought it's only in the next patch or something.


im pretty sure it was next patch too.

i havent noticed any difference. still getting stuck on everything.

#5 Tristan Winter

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Posted 23 March 2016 - 04:28 AM

View PostKhobai, on 23 March 2016 - 04:03 AM, said:


im pretty sure it was next patch too.

i havent noticed any difference. still getting stuck on everything.

Nah, it's in the patch notes for the March patch. It's already in the game.

I haven't noticed anything either, Dingo. Good question. I guess it's harder to notice a slight decrease in buggy behavior than a slight increase. If getting stuck on pebbles is reduced by 30%, I guess you're still only going to notice the 70% and be almost just as annoyed. So it may have been an improvement, I don't know. I didn't really notice it at all.

#6 Khobai

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Posted 23 March 2016 - 05:13 AM

Well even if they smoothed out some of the pebbles, it isnt really gonna help when assault mechs still have acceleration issues

because as soon as they hit any sort of incline they still decelerate way too much

#7 Bilbo

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Posted 23 March 2016 - 05:35 AM

View PostKhobai, on 23 March 2016 - 05:13 AM, said:

Well even if they smoothed out some of the pebbles, it isnt really gonna help when assault mechs still have acceleration issues

because as soon as they hit any sort of incline they still decelerate way too much

My Atlas seems to be getting hung up in all the ways it used to.

#8 Navid A1

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Posted 23 March 2016 - 07:09 AM

I am noticing considerable difference on pebbles.

They excluded some clutter from the terrain collision mesh. weapon fire goes through them and you just pass through them.

Also I notice big improvement when trying to move down a slope. No longer falling down when you are in a fast mech. Your mech is now planted more on the terrain.

Need to test things more using the direwolf.

#9 Jabilac

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Posted 23 March 2016 - 09:08 AM

View PostNavid A1, on 23 March 2016 - 07:09 AM, said:


Also I notice big improvement when trying to move down a slope. No longer falling down when you are in a fast mech. Your mech is now planted more on the terrain.



This is the one thing I have noticed since the patch. Less random leg damage when using fast mechs

#10 SuomiWarder

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Posted 23 March 2016 - 09:13 AM

I have noticed no difference, but the changes might be too few. Plus you don't consciously notice "hey, my mech kept moving like expected" but you do consciously notice "hey, why did my 90 ton war machine get stuck".

#11 Gas Guzzler

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Posted 23 March 2016 - 09:19 AM

Its slight but I have noticed that smaller pebbles that used to slow you down you just kind of roll over now. There definitely is an improvement, but it was only a problem in certain areas in the first place.

#12 cazidin

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Posted 23 March 2016 - 09:33 AM

Either PGI didn't implement this change in the latest patch or it's bugged like the acceleration/deceleration quirks were.

#13 xengk

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Posted 23 March 2016 - 10:08 AM

Been running around in a Highlander before and after the patch for quite abit.
Notice less stumbling on caustic slope and bog rock stairs.

#14 Volthorne

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Posted 23 March 2016 - 11:45 AM

Yeah, the movement change went in. Know how you can tell?

You can shoot THROUGH the gaps in the Assault bases now!





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