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Self Leg Damage -- Locust (And Other Lights)


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#1 CarpetShark

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Posted 18 October 2013 - 10:48 PM

This bug has been in the game since it started. Light mechs damage their own legs just by doing what they are supposed to be good at: Running flat out across terrain. Also by being bumped into by another mech (even an ally). It was annoying, but relatively easy to handle.

It has now become an intolerable problem that needs to be fixed.

The Locust is a difficult enough mech to play already. The only thing it has going for it is being one of the fastest mechs in the game. But now, the fastest speed is ~170kph, and this essentially random leg damage on light mechs doing this speed has gone up.

If you run at full speed in the Locust, especially on Terra Therma, you only have to trip yourself on seven or eight rocks, or dips in the terrain, or steep downhill grades -- that do no damage whatsoever to any other weight class, mind you -- to leg yourself.

To say nothing of the 11 other, ostensibly friendly, mechs all jostling for position, especially on Terra Therma, each one doing a point or two of damage...

It was sad. Now it is absurd. Please fix this.

#2 Ironwithin

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Posted 18 October 2013 - 11:31 PM

Stay away from the others and avoid air-time. Much like driving a car, isn't it ?

#3 Masterzinja

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Posted 19 October 2013 - 09:31 AM

I'm growing convinced that something is wrong with the locust leg hitboxes or somehow damage done to other parts of the mech are bleeding onto the legs. I've been leveling all three of the locusts and nearly every single shot that hits me does leg damage, and it's how I lose 9/10 of the little buggers.

Now when I'm in another mech I also notice that it's easy to leg these suckers, far easier to do so than any of the other lights; particuarly when they are moving.

#4 Ironwithin

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Posted 19 October 2013 - 10:56 AM

Looking at the 'mech in mechbay, it's legs make up more than half of the thing. They are easily the largest component and they cover a good portion of CT from the side because the whole upper part of the 'mech is so "flat".

Also: almost everybody aims for the legs on lights.

Having so few armorpoints and "huge" legs works together to form a nice weakness for that things, wouldn't want another buggy spider out there.


Does the Locust show up in the Training Grounds ? Would be easy to see there if it's hitboxes are weird.

#5 MavRCK

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Posted 19 October 2013 - 11:25 AM

This is one of the bugs I really don't like about lights.. their legs are fragile enough as it is.

#6 TheFlyingScotsman

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Posted 19 October 2013 - 05:35 PM

View PostMasterzinja, on 19 October 2013 - 09:31 AM, said:

I'm growing convinced that something is wrong with the locust leg hitboxes or somehow damage done to other parts of the mech are bleeding onto the legs. I've been leveling all three of the locusts and nearly every single shot that hits me does leg damage, and it's how I lose 9/10 of the little buggers.

Now when I'm in another mech I also notice that it's easy to leg these suckers, far easier to do so than any of the other lights; particuarly when they are moving.


I am 100% sure of this. The LCT leg hitboxes are abnormally large beyond their visual size, and it needs to change. I've also noticed a pattern of streaks and LRMs overwhelmingly targeting legs and the CT compared to any other section. On top of this, the LCT seems to be the only light with hitboxes that take anywhere near this much damage. I would even venture so far as to say the LCT has the only functional hitboxes of any light in terms of taking incoming damage.

Edited by TheFlyingScotsman, 19 October 2013 - 05:36 PM.


#7 PocketAces

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Posted 20 October 2013 - 08:55 AM

I agree, the whole leg damage from falls to lights is ridiculous, it should be removed or alternatively added to all the mechs. Also collision damage from friendlies should also be removed, people just keep walking into me and destroying the legs.

#8 Nick Makiaveli

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Posted 20 October 2013 - 09:55 AM

View PostPocketAces, on 20 October 2013 - 08:55 AM, said:

I agree, the whole leg damage from falls to lights is ridiculous, it should be removed or alternatively added to all the mechs. Also collision damage from friendlies should also be removed, people just keep walking into me and destroying the legs.


All mechs take falling damage...but losing 1 pt is a much bigger deal when you have 16 pts than when you have 60 pts.

#9 CarpetShark

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Posted 20 October 2013 - 12:28 PM

View PostNick Makiaveli, on 20 October 2013 - 09:55 AM, said:

All mechs take falling damage...but losing 1 pt is a much bigger deal when you have 16 pts than when you have 60 pts.

Yes, but a light takes it from a fall of about four meters. An assault can jump off most buildings and cliffs and not be damaged at all. Which seems exactly backwards...

#10 Wraith 1

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Posted 20 October 2013 - 01:04 PM

One time, I ran around a tight corner in my Jenner. There was a friendly Locust right there, running in my direction.

I couldn't get out of the way, so I fired my jump jets. I bumped their torso area as I flew over them.

+1 for Locust legs being wonky, because one of them fell off.

#11 Bront

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Posted 20 October 2013 - 01:26 PM

Yeah, the locust takes damage from falls it should be able to take just fine, and sometimes you have no control over air time given how fast the mech goes. I think they need to allow for lights to fall further without damage.

#12 TheFlyingScotsman

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Posted 20 October 2013 - 04:54 PM

In many games, I take enough damage just from leaving the starting area to turn my legs orange. Not to mention simply traversing across a mostly flat section of map. Even the tiniest lip results in enough airtime to further cripple the legs. If a mech is designed to safely run 170kmh in the first place, and weighs a fifth of mechs that can fall five times as far, you had better damn well believe it should be able to take just as much of a fall and not be damaged.

Not to mention that if any semblance of regularity was used, the locusts legs should be even harder to hit than the other lights (absolutely the opposite is the case) in addition to having 20 armor per leg. I feel like PGI majorly dropped the ball on this one, which is awful because I love the locust.

Edited by TheFlyingScotsman, 20 October 2013 - 04:54 PM.


#13 ShinVector

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Posted 20 October 2013 - 05:06 PM

View PostCarpetShark, on 18 October 2013 - 10:48 PM, said:

This bug has been in the game since it started. Light mechs damage their own legs just by doing what they are supposed to be good at: Running flat out across terrain. Also by being bumped into by another mech (even an ally). It was annoying, but relatively easy to handle.

It has now become an intolerable problem that needs to be fixed.

The Locust is a difficult enough mech to play already. The only thing it has going for it is being one of the fastest mechs in the game. But now, the fastest speed is ~170kph, and this essentially random leg damage on light mechs doing this speed has gone up.

If you run at full speed in the Locust, especially on Terra Therma, you only have to trip yourself on seven or eight rocks, or dips in the terrain, or steep downhill grades -- that do no damage whatsoever to any other weight class, mind you -- to leg yourself.

To say nothing of the 11 other, ostensibly friendly, mechs all jostling for position, especially on Terra Therma, each one doing a point or two of damage...

It was sad. Now it is absurd. Please fix this.


The funny thing is you are saying when they already 'buffed' leg damage against terrain damage once. LOL..
I still remember in past if one of my legs cored red, it was just a matter of time before it would just blow up itself as you constantly take leg damage everywhere.

However I have often observer leg damage to be really random at times. Eg. Getting stuck on the a low wall due to the stupid slope bugs and dropping down would cause leg damage.

#14 Fabian Wrede

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Posted 24 October 2013 - 05:56 AM

Locust could do with a reduction in leg hit box





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