Nightbird, on 06 November 2017 - 07:20 AM, said:
This is good, it's not tires you're using, but legs. Try jogging and turning, instantaneous. The only thing that they could change is delay the turn until both feet are touching the ground, you can't turn mid stride.
No complaints if they given finer control to joystick users, but it's a downgrade imo.
No complaints if they given finer control to joystick users, but it's a downgrade imo.
Actually, it isn't instantaneous if you move the same way the mechs do. Mechs lack the range of movement of ball joints. You can pivot each limb forward and backward and only your ankles can pivot. Now try to turn. There's a reason why it disgusting in the animation even while stationary, its too fast. The animation tries to build up to the motion, but the body just swings weightlessly.
There's also the other issue, you are 20 to 100 tons.
Even just dangling from a crane, manually pushing it with legs on wheels in the direction that it can roll, the heavier it is the harder it is. Yes, adding more to push it does make it easier to move, however you still have the momentum that you need to overcome.
Its also why poptarting as we know it wouldn't be em or even possible, if didn't triple gravity. To quote a developer, "We had the problem that you spent a long time suspended in the air." That is momentum shifting on something that is immensely heavy. Really heavy things that just fall don't suddenly to maximum velocity, it takes a long time.
The issue here is the lack of inertia. In MWO they overcame that by giving us 3x the Earth gravity on all maps, so you fall at such force that your immense inertia almost doesn't exist allowing you to very quickly fall. Otherwise you would be suspended in the air more than long enough for someone to completely annihilate you in today's meta. In fact the heavier you are, the longer you would stay in the air. You would also be able to potentially double jump without hitting the ground with MWO's insanely powerful "Hoverjets[tm]". But 3x gravity and 20 to 100 tons.
Momentum or inertia is removed from turning altogether, and in some cases thanks to the skill tree the inertia is also removed from throttle on some mechs, particularly brakes with throttle decay off. This video demonstrates it in the first combat scene.
I can tell from an actual car crash at only 20 MPH against a tiny concrete drain in the side of a sidewalk, that the mech if it tried to stop like that it would slam face-first into the ground if it had a good enough foothold into the ground OR the feet would slide out from underneath the body regardless of the attempt to stop. Either way, the Locust would do this...
Either way, stopping dead instantly at 20 tons is impossible.
Even people do not turn instantly.
Which looks more natural? Turning in the first game, or turning in the second? The first game has instant turning. The second does have a continuous momentum but it is not instant.
Finally in real life, you may notice here, even when not being cautious or in their whipping motions, it is not instant. Quick, yes, but they do not weigh 20 to 100 tons. However there is still a momentum, they gain speed until the final moment. Just like it takes time to build into a run from a standstill, it just takes longer.
Please listen to this comparison by Redsail and Shivaxi. They start with movement, bob, etc. But then they see the jerking motion (which comes after the discussion about the hud, the destruction, Russ's playthrough versus the one uploaded [which are two different playthroughs; Russ's showcased the destruction, this one commonly uploaded looks away from it], the recoil and then finally the mech jerking and then comparing it to older Mechwarriors with a clear demonstration from MW3. If you just want the demonstration it is here.).
(TL;DR, just click that last link and listen; that's the topic of the entire thread right there.)
Edited by Koniving, 06 November 2017 - 09:29 AM.