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Public Test - For Science! - Scalar Falling Damage


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#1 Kyle Polulak

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Posted 24 June 2014 - 01:11 PM

Please let us know what you think of the Scalar Falling Damage Feature.

More specificity is always welcome. Please let us know in your feedback:
  • The Class(es) / Mech(s) / Variant(s) used.


#2 Jin Ma

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Posted 24 June 2014 - 03:17 PM

Fall damage is terrible for light mechs. Definately worse than before. Im seeing enemy lights walk into battle with orange legs.

Light/Jenner-F


Why give all light mechs a bonus to leg internals? why not just reduce fall damage to light mechs using the equation coded. Eventually the game is going to be bogged down with variables scattered everywhere impossible to isolate and test, between modules, quirks, component quirks, pilot skills, mechlab stats your just making the game harder to balance for yourselves.

Edited by Jin Ma, 24 June 2014 - 03:26 PM.


#3 Cybersniper Vickers

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Posted 24 June 2014 - 03:20 PM

Took a TDK ( Commando ) with the shock absorber module, and ran it off mountains on Alpine. ( Testing grounds )
Wiped myself out after a while. As in the mech self destructed. I saw 4% dmg on the first test jump off a mountain.
Looks like 3 to 4 per cent dmg from most high falls.
Without JJs, I guess a lot of mechs will be severely handicapped on some maps.
Without that shock absorber module, I don't even want to think about it.

Edited by Cybersniper Vickers, 24 June 2014 - 03:21 PM.


#4 Dymlos2003

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Posted 24 June 2014 - 03:25 PM

View PostCybersniper Vickers, on 24 June 2014 - 03:20 PM, said:

Took a TDK ( Commando ) with the shock absorber module, and ran it off mountains on Alpine. ( Testing grounds )
Wiped myself out after a while. As in the mech self destructed. I saw 4% dmg on the first test jump off a mountain.
Looks like 3 to 4 per cent dmg from most high falls.
Without JJs, I guess a lot of mechs will be severely handicapped on some maps.
Without that shock absorber module, I don't even want to think about it.


So you're saying pilots need to learn how to drive better? Sounds like a win to me. Or is it from small falls?

#5 w0lv3rin3

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Posted 24 June 2014 - 03:38 PM

its a bit excessive to say the least.

#6 vortmax

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Posted 24 June 2014 - 03:40 PM

I did some fall tests on HPG testing grounds. I started with my JR-7F which had 30 points of armor on each leg. I then fell off the same exact spot (E5, 30% in from E6, facing D5) until I went internal. I reduced the leg armor to 30 for each class and repeated the tests. Here's the results:

JR-7F: 5 falls to yellow internal, took critical damage.
HBK-4SP: 5 falls to yelllow internal, no crits reported.
CTF-4X: 4 falls to yellow internal, no crits reported.
VTR-9S: 3 falls to slight orange internal, took critical damage.

I then took the VTR (again with 30 leg armor) to a level spot, stopped, then jumped (4 JJs) until fuel ran out. Went yellow internal after the 6th jump.

EDIT - Will do a full armor test after I get dinner fixed.

Edited by vortmax, 24 June 2014 - 03:52 PM.


#7 Bilbo

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Posted 24 June 2014 - 03:47 PM

Dropping into the hole at the cave exit on Frozen city causes not insignificant damage on an Atlas. Can't say it's too much though.

#8 MonkeyCheese

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Posted 24 June 2014 - 03:48 PM

Spider 5v 12 jumpjets

without shock adsorb was 4% leg damage every time I did a full jump

with shock absorb it was 2-3% leg damage every time I did a full jump

For 12 jumpjets that seems fair, shall report back on less jumpjets

#9 XX Sulla XX

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Posted 24 June 2014 - 03:52 PM

Are guys able to make the damage 0% by landing slowly with jump jets?

#10 Dymlos2003

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Posted 24 June 2014 - 04:02 PM

View PostXX Sulla XX, on 24 June 2014 - 03:52 PM, said:

Are guys able to make the damage 0% by landing slowly with jump jets?


Yes. That's why I like it. You have to actually pilot carefully to not take damage.

#11 Butane9000

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Posted 24 June 2014 - 04:03 PM

Jump jetting will never be the same.

People will have to re learn jump jetting from now on. I did a small jump on my Jenner and went to 96%. Did a larger fall while slowing myself with jets and still took 2% damage.

#12 poopenshire

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Posted 24 June 2014 - 04:18 PM

Not only is light fall damage worse than before, if you get hit by another mech your leg almost falls off. I used the Shock abosrbance module and nothing. I got run into by 3 mechs in my Kitfox, not even jumping and my leg already red.

Back to the drawing board, if you implement this you can kiss every light pilot goodbye. You just make the Jenner, Commando, Raven, Spider, heck every light a death box.

View PostXX Sulla XX, on 24 June 2014 - 03:52 PM, said:

Are guys able to make the damage 0% by landing slowly with jump jets?



I just tried several times, NO.

do not let a big mech run into you..... especally in the drop zone. you will be legged before you get out.

Way to kill the lights and not the meta.


I tried my spider, jenner, raven, kitfox.... I am too afraid to test anything bigger if this is how it works.

Edited by poopenshire, 24 June 2014 - 04:18 PM.


#13 XX Sulla XX

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Posted 24 June 2014 - 04:22 PM

Quote

Yes. That's why I like it. You have to actually pilot carefully to not take damage.
Great this I can handle. The thousands of games with jump jets and using them correctly will pay off now :)

Quote

I just tried several times, NO.
So you are getting a little damage no matter how softly you land?

#14 Cybersniper Vickers

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Posted 24 June 2014 - 04:25 PM

Used a Locust ( 16 leg armor ) on Canyon. Looks like 2% dmg per fall off those hills mostly, saw 3% a couple of times.
No shock absorber module by the way.

View PostDymlos2003, on 24 June 2014 - 03:25 PM, said:


So you're saying pilots need to learn how to drive better? Sounds like a win to me. Or is it from small falls?


No, I'm just reporting results from my own tests. But again, if lights take dmg to the legs fairly easy, then that's the
same as doing half the work for the other side. Lights with no JJs will be restricted as to where they can go -safely.
And I mean safely as far as terrain goes, not enemy fire.

And the falls are not as high on Canyon as the Alpine map I used the Commando on either.

#15 MonkeyCheese

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Posted 24 June 2014 - 04:25 PM

View PostButane9000, on 24 June 2014 - 04:03 PM, said:

Jump jetting will never be the same.

People will have to re learn jump jetting from now on. I did a small jump on my Jenner and went to 96%. Did a larger fall while slowing myself with jets and still took 2% damage.

I am all for that but I still think it is way too high for lights and possibly meds

#16 East Indy

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Posted 24 June 2014 - 04:26 PM

View Postpoopenshire, on 24 June 2014 - 04:18 PM, said:

if you get hit by another mech your leg almost falls off.

Were you even airborne? Sounds like a bug.

#17 poopenshire

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Posted 24 June 2014 - 04:29 PM

View PostEast Indy, on 24 June 2014 - 04:26 PM, said:

Were you even airborne? Sounds like a bug.



i was on Alpine peaks in the training area. i ran up to and into a mech.
i tried again with a new mech brushed it. yeah i lost armor in the 3-4% range each time.

I took my legs to 0 armor and ran into a mech not even at 50kph and had one fall off after 3 tries.

#18 Paul Inouye

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Posted 24 June 2014 - 04:30 PM

Yo... some of you may have noticed some "reduction of efficiency" with the Jump Jets. This was unintentional and snuck its way on to PTS. Yes, this is something we are tuning, the numbers currently in there are placeholder numbers to show disparity using duration instead of the actual variables that we needed to tune.

In short, yes, there are JJ changes... are these expected to be in game? Not at all.

#19 Dymlos2003

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Posted 24 June 2014 - 04:32 PM

View Postpoopenshire, on 24 June 2014 - 04:29 PM, said:



i was on Alpine peaks in the training area. i ran up to and into a mech.
i tried again with a new mech brushed it. yeah i lost armor in the 3-4% range each time.

I took my legs to 0 armor and ran into a mech not even at 50kph and had one fall off after 3 tries.


I call BS cause I just did this and lost no more that 1%

View PostPaul Inouye, on 24 June 2014 - 04:30 PM, said:

Yo... some of you may have noticed some "reduction of efficiency" with the Jump Jets. This was unintentional and snuck its way on to PTS. Yes, this is something we are tuning, the numbers currently in there are placeholder numbers to show disparity using duration instead of the actual variables that we needed to tune.

In short, yes, there are JJ changes... are these expected to be in game? Not at all.


I'm liking the fall damage though. It puts skill back into mech piloting.

#20 Cybersniper Vickers

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Posted 24 June 2014 - 04:33 PM

Minister of Misinformation huh ? This is suspicious... :)





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