so um why dont we have Q and E straffing? why just make it unneccessarily difficult to operate your mech. things like using cover etc. it wouldnt make it run and gun even in the slightest as you can already sorta straff by looking to the side with your mouse. adding the Q and E straffing function makes it a bit more user friendly so a bigger audience can pick it up and play, and with the slow pace of the mechs and the gameplay style there is zero chance this will cause anything similar to a run and gun style shooter. it just simplifies things a bit. dont we have enough problems as it is watching our heat and a million other things. controlling the movement of our mechs shouldnt be a chore.
Q And E Straffing. Only Logical. Its Legs Are Independent From Torso
Started by Albeido, Dec 18 2012 08:30 AM
11 replies to this topic
#1
Posted 18 December 2012 - 08:30 AM
#2
Posted 18 December 2012 - 08:50 AM
ok on the straffing issue. you can manually turn the legs one direction and then look another direction, that is what straffing really is. logicly a mech that moves in such a way is far more suited for that maneuver than a real human being. the argument here is that a real human cannot straff and so it makes no sence in a fps but a mech is absolutely capable especially more so because it behaves like a tank does. by just setting Q and E to perform that maneuver for you just simplifies the process. doesnt change anything but makes it a bit smoother transitioning and more user friendly so you can focus on the battle insteada focusing on pointing your legs this way then turning that way then fireing then turning your legs again to straighten up then look that way again then fire. im 100% for simulation, but some things are well carried a bit to far. if they had treads instead of legs perhaps id be more understanding.
#3
Posted 18 December 2012 - 08:53 AM
'Mechs cannot step sideways, hence no MW or BF3 strafing.
#4
Posted 18 December 2012 - 09:00 AM
We already can use cover. Set your legs up parallel to your cover, W to run out, fire, S to back up into cover until weapons cycle.
#5
Posted 18 December 2012 - 09:03 AM
Mastering leg and torso movement is part of the game. It's one of the things that sets the MW franchise apart from other games, and makes it more tactical, and less twitchy.
Success in this game is more about planning your attack than about split second skills. Twitch skills will help, but a properly executed attack will make up for lack of fast skill.
Success in this game is more about planning your attack than about split second skills. Twitch skills will help, but a properly executed attack will make up for lack of fast skill.
#6
Posted 18 December 2012 - 09:15 AM
You can already strafe. Just turn your torso by 90 degrees relative to your heading. Voila, you are strafing.
If you want a feature that allows you to rapidly change your heading by 90 degrees like in other FPS; that is a terrible idea that would destroy the flavor of MWO. It would be a massive boost to the maneuverability of mechs, radically altering gameplay (for the worse, in my opinion).
If you want a feature that allows you to rapidly change your heading by 90 degrees like in other FPS; that is a terrible idea that would destroy the flavor of MWO. It would be a massive boost to the maneuverability of mechs, radically altering gameplay (for the worse, in my opinion).
#7
Posted 18 December 2012 - 09:36 AM
I've been strafing for a while. 90º to torso, move forward, fire, move backwards.
You have to time the deceleration backwards against your forward momentum in order to achieve the perfect "peek-a-boo" shot while minimizing your exposed time. Just as your Mech hits the 'stop' point and before it starts backing up is when you fire a clean shot.
Then watch the return fire blow past and explode puffs of dirt off the hill in front of you.
You have to time the deceleration backwards against your forward momentum in order to achieve the perfect "peek-a-boo" shot while minimizing your exposed time. Just as your Mech hits the 'stop' point and before it starts backing up is when you fire a clean shot.
Then watch the return fire blow past and explode puffs of dirt off the hill in front of you.
#8
Posted 18 December 2012 - 09:45 AM
That would ruin the point of having different turning speeds.
#9
Posted 18 December 2012 - 09:51 AM
It's a fundamental aspect of mechwarrior.
#10
Posted 18 December 2012 - 10:50 AM
It is logical to implement some kind of side step or strafe maneuver independent of turning your mech. Legs are a highly mobile form of transportation. TT art had mechs in all sorts of crazy positions, and the tank-like driving system from the old games is likely a relic of the limited capabilities of old game engines.
I agree that the strafing mechanic in most FPS is unrealistic: it happens at full running speed, takes no time reposition the legs, etc. However, right now, piloting a mech in MWO doesn't feel like piloting a machine with legs; it feels like piloting a tank. Mechs aren't tanks. They're much more mobile, and the controls should reflect that.
I agree that the strafing mechanic in most FPS is unrealistic: it happens at full running speed, takes no time reposition the legs, etc. However, right now, piloting a mech in MWO doesn't feel like piloting a machine with legs; it feels like piloting a tank. Mechs aren't tanks. They're much more mobile, and the controls should reflect that.
#11
Posted 18 December 2012 - 10:56 AM
I'm honestly not sure where I stand on this one. The lore doesn't help much (as far as I know it) because it describes mechs being driven like tanks, but then doing this:

And the above is something I want to see.
And the above is something I want to see.
#12
Posted 18 December 2012 - 12:26 PM
Look at Old '92 just standing there stupefied...
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