Leg Damage From Fall
#1
Posted 16 December 2014 - 01:57 PM
So please get rid of drop damage altogether, it makes no sense in light of successful 25+ meter drops or increase the damage threshold to 25 meters in all instances.
#2
Posted 16 December 2014 - 02:18 PM
#3
Posted 16 December 2014 - 02:26 PM
o0Marduk0o, on 16 December 2014 - 02:18 PM, said:
The reason it is in this thread is that in this patch you can see how far they fall out of the drop ships and therefore it is pertinent. Also please explain how it is unreasonable thread?
#4
Posted 16 December 2014 - 02:41 PM
Harbinger Prime, on 16 December 2014 - 02:26 PM, said:
The reason it is in this thread is that in this patch you can see how far they fall out of the drop ships and therefore it is pertinent. Also please explain how it is unreasonable thread?
Did fall damage got added this patch? If you dislike fall damage, this thread is a bit late.
Fall damage adds depths to gameplay, you can't or shouldn't move everywhere, same as the hill climb slow-down effect. Not starting with leg damage when dropping out of your ship CW is a different thing. This is a game play decision.
#5
Posted 16 December 2014 - 03:15 PM
o0Marduk0o, on 16 December 2014 - 02:41 PM, said:
Fall damage adds depths to gameplay, you can't or shouldn't move everywhere, same as the hill climb slow-down effect. Not starting with leg damage when dropping out of your ship CW is a different thing. This is a game play decision.
How is dropping out of a drop ship different than going from one level to the next on some of the city maps and as I said this patch makes it blatantly obvious how silly fall damage is. Also if you mean by adding depths to game play by making you use 15k GXP and 6 mil credits to fix something that was not an issue before that patch I guess it dose add depth to game play, unfortunately it is not (IMO) fun game play.
#6
Posted 16 December 2014 - 03:26 PM
#7
Posted 16 December 2014 - 04:11 PM
Harbinger Prime, on 16 December 2014 - 03:15 PM, said:
How is dropping out of a drop ship different than going from one level to the next on some of the city maps and as I said this patch makes it blatantly obvious how silly fall damage is. Also if you mean by adding depths to game play by making you use 15k GXP and 6 mil credits to fix something that was not an issue before that patch I guess it dose add depth to game play, unfortunately it is not (IMO) fun game play.
Do you think anyone is slotting the shock absorb module?
#8
Posted 16 December 2014 - 05:18 PM
He does have a point.
#9
Posted 16 December 2014 - 10:37 PM
These are the reason you don't take damage when dropped from a dropship at the beginning of the game.
Boom, problem solved.
Edited by Troutmonkey, 16 December 2014 - 10:38 PM.
#11
Posted 17 December 2014 - 12:26 AM
Chann Luf, on 16 December 2014 - 11:49 PM, said:
Falldamage is a good thing. But still has an issue when your running down a hill. You just need a little bump and you get damage... that's be cause they just track vertical speed and not really free fall. Thats still wrong but better than having no fall damage at all. Or would you just jump off the roof of your house expecting you won't get hurt when you hit the ground?
Tongue in, jaw clenched, thumbs not locked in fists, exhale, drop, knees bent and roll it out. I would advise a hang drop for two story buildings but, the dynamics involved are a bit more complicated on those. Did it hundreds of times as a youth (it was before home computing) walked away from every one.
#12
Posted 17 December 2014 - 12:47 AM
o0Marduk0o, on 16 December 2014 - 02:41 PM, said:
Fall damage adds depths to gameplay, you can't or shouldn't move everywhere, same as the hill climb slow-down effect. Not starting with leg damage when dropping out of your ship CW is a different thing. This is a game play decision.
Fall damage has been increasing worst due to bad movement code...
Recently something I have been noticing is the stuck/floating bug...
Happens when running to slopes at high speed....
You lose all movement control and your mech enters a 'floating' state with the damage vertical speed counter growing at an extremely high rate before smashing into the ground for MAX fall damage...
Here is an example...
Quote
@4m 28s : Ahh.. Fall damage going up a hill ?? Really ??
Look at 4m 28s... I go from 89% to 83%... That's 5% leg armour gone in what it seems to be less than a second.
(Here I thought fall damage was only suppose to activate after 1 second... )
I can sympathies with OP on this issue.
Edited by ShinVector, 17 December 2014 - 12:48 AM.
#13
Posted 17 December 2014 - 07:22 PM
Troutmonkey, on 16 December 2014 - 10:37 PM, said:
These are the reason you don't take damage when dropped from a dropship at the beginning of the game.
Boom, problem solved.
I am an old fart who played with paper and pencil in my twenty's but as I recall those were only used for orbital drops after the pod opened and kicked in after the drag shoot was released not for use while getting out of a drop ship 30 meters form the ground.
Chann Luf, on 16 December 2014 - 11:49 PM, said:
Falldamage is a good thing. But still has an issue when your running down a hill. You just need a little bump and you get damage... that's be cause they just track vertical speed and not really free fall. Thats still wrong but better than having no fall damage at all. Or would you just jump off the roof of your house expecting you won't get hurt when you hit the ground?
The roof analogy is silly you are comparing a biological with a mechanical which is designed for battle and would be sent back to the manufacture for not meeting MIL spec (which I have dealt with) you cant have legs take damage from a drop of this height
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