Mech Movement Changes
#1
Posted 22 March 2016 - 03:53 PM
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
Posted 23 March 2016 - 03:49 AM
#3
Posted 23 March 2016 - 03:51 AM
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
Posted 23 March 2016 - 04:03 AM
Quote
im pretty sure it was next patch too.
i havent noticed any difference. still getting stuck on everything.
#5
Posted 23 March 2016 - 04:28 AM
Khobai, 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
Posted 23 March 2016 - 05:13 AM
because as soon as they hit any sort of incline they still decelerate way too much
#7
Posted 23 March 2016 - 05:35 AM
Khobai, on 23 March 2016 - 05:13 AM, said:
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
Posted 23 March 2016 - 07:09 AM
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
Posted 23 March 2016 - 09:08 AM
Navid 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
Posted 23 March 2016 - 09:13 AM
#11
Posted 23 March 2016 - 09:19 AM
#12
Posted 23 March 2016 - 09:33 AM
#13
Posted 23 March 2016 - 10:08 AM
Notice less stumbling on caustic slope and bog rock stairs.
#14
Posted 23 March 2016 - 11:45 AM
You can shoot THROUGH the gaps in the Assault bases now!
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