Edited by Ant_Monster, November 11 2012 - 03:21 AM.
Increased Flight Mobility.
#1
Posted November 11 2012 - 03:20 AM
#2
Posted November 11 2012 - 03:31 AM
*sigh*
#3
Posted November 11 2012 - 04:03 AM
#4
Posted November 11 2012 - 04:34 AM
#5
Posted November 11 2012 - 06:45 AM
At best I could see someone wanting to raise the flight ceiling just a wee bit so mechs aren't always scraping their feet on platforms they're jetting onto
Oh and 180 dash in midair, because mech ballet and such
#6
Posted November 11 2012 - 09:20 AM
- Jetting drains energy too quickly; I don't think boosting gracefully through the air is an amazing combat maneuver, and it wouldn't be even if you could do it for longer, but with the way jets drain right now, any part of the map that requires you to do some platforming (climbing up stuff without ramps or jump pads) is extremely annoying. You currently have to jet up one thing, sit around and wait for recharge, repeat. I'd like to see the energy cost of jump jets reduced to make these moments less painful. Considering how much more slowly your energy carries you through the air compared to on the ground, I think this would be totally fair.
- Where is inertia_ Jetting seems to cancel all of your lateral speed. If you were boosting and start jetting, your speed vanishes into thin air. Objects in motion will stay in motion... not only is this intuitive in a sense of physics, it would also add some depth to the movement system, allowing for "long jump" techniques by doing short boosts followed by jetting, and other similar tricks.
Edited by Immie, November 11 2012 - 09:23 AM.
#7
Posted November 11 2012 - 10:01 AM
I would like to have a short frontal/lateral burst in air though, just to be able to reach some platforms faster (when you jump from one building to another sometimes the fuel isn't enough, but with this you could be able to make it with a good timing), and it could be used as a fighting tactic along with the ground frontal/lateral thruster.
I also like the idea of the sprint/jump to cover longer distances forward (of course the lateral dodge should give less speed considering that theoretically it's not done using all the engines as opposed to the forward thrust).
Edited by kreel2, November 11 2012 - 10:12 AM.
#8
Posted November 11 2012 - 04:11 PM
Immie, on November 11 2012 - 09:20 AM, said:
Inertia, or lack there of, was brought up in the first beta round. CBT2 seems to have improved it somewhat (or my perception may be off), but it's still not where it should be IMO. The atmosphere isn't that thick, is it_
Otherwise, no, I think the current 'flight' system is fine. These are mechs, not mobile armor systems like a Gundum or an elemental from MW.
Edited by bacon_avenger, November 11 2012 - 04:15 PM.
(I don't mean to necro threads, I'm just almost always running behind. My apologies)
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#9
Posted November 11 2012 - 08:07 PM
A coagulated, gloomy thinking in the intelligence, as my major ego.
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#10
Posted November 12 2012 - 12:05 AM
Game needs more use for jetting.
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#11
Posted November 12 2012 - 03:35 AM
RedVan, on November 12 2012 - 12:05 AM, said:
You have plenty of ground movement options. Vertical thrusting is used for gaining the high ground and repositioning
I use it for continuing to blast people who run behind walls, and for hopping onto platforms or to slow a fall down below fall-damage speeds
RedVan, on November 12 2012 - 12:05 AM, said:
Why_ I already get plenty of use out of it, all things considered
Edited by Beemann, November 12 2012 - 03:35 AM.
#12
Posted November 12 2012 - 05:55 AM
Immie, on November 11 2012 - 09:20 AM, said:
- Jetting drains energy too quickly; I don't think boosting gracefully through the air is an amazing combat maneuver, and it wouldn't be even if you could do it for longer, but with the way jets drain right now, any part of the map that requires you to do some platforming (climbing up stuff without ramps or jump pads) is extremely annoying. You currently have to jet up one thing, sit around and wait for recharge, repeat. I'd like to see the energy cost of jump jets reduced to make these moments less painful. Considering how much more slowly your energy carries you through the air compared to on the ground, I think this would be totally fair.
- Where is inertia_ Jetting seems to cancel all of your lateral speed. If you were boosting and start jetting, your speed vanishes into thin air. Objects in motion will stay in motion... not only is this intuitive in a sense of physics, it would also add some depth to the movement system, allowing for "long jump" techniques by doing short boosts followed by jetting, and other similar tricks.
You can surely build mech for this :
In movment tree you have two options for that, and Functionl internal You have next two item for fuel.
Something for something, don't do one optimal build for mech.
Edited by KaszaWspraju, November 12 2012 - 06:00 AM.
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#13
Posted November 12 2012 - 06:26 AM
KaszaWspraju, on November 12 2012 - 05:55 AM, said:
Immie, on November 11 2012 - 09:20 AM, said:
- Jetting drains energy too quickly; I don't think boosting gracefully through the air is an amazing combat maneuver, and it wouldn't be even if you could do it for longer, but with the way jets drain right now, any part of the map that requires you to do some platforming (climbing up stuff without ramps or jump pads) is extremely annoying. You currently have to jet up one thing, sit around and wait for recharge, repeat. I'd like to see the energy cost of jump jets reduced to make these moments less painful. Considering how much more slowly your energy carries you through the air compared to on the ground, I think this would be totally fair.
- Where is inertia_ Jetting seems to cancel all of your lateral speed. If you were boosting and start jetting, your speed vanishes into thin air. Objects in motion will stay in motion... not only is this intuitive in a sense of physics, it would also add some depth to the movement system, allowing for "long jump" techniques by doing short boosts followed by jetting, and other similar tricks.
You can surely build mech for this :
In movment tree you have two options for that, and Functionl internal You have next two item for fuel.
Something for something, don't do one optimal build for mech.
If you fuzzy bunny up (or more likely, get caught on the finicky geometry), then you have to land and have to wait several seconds just to try again.
That sort of thing is a basic maneuverability issue that everyone should be able to perform without problem.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
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#14
Posted November 12 2012 - 07:30 AM
Juodvarnis, on November 11 2012 - 03:31 AM, said:
Juodvarnis got a point there. The weight of your mech, according to what your class is, should make the difference. Another thing would be improving the current air combat scheme by adding balanced and new moves to it. That would undoubtfuly add more tactical value to the game.. and the most important.. more fun and freedom factor.
.
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