I play alot of light mechs. Mostly Jenners, but I've played my share of Ravens and Spiders as well. I think there are a couple things that could use some tweaking to improve the experience of playing these mechs.
1. They should be less prone to falling damage than they are. I'm not saying they should be able to careen off cliffs and suffer no damage. What I am saying is they should be able to move at their max speed and not have to be concerned about damaging themselves by normal ballistic trajectories caused by the typical environmental hill or bump. Let's be honest, the terrain in these maps in no way reflects reality. The elevation deviations in these maps is crazy insane for visual aesthetic purposes. Just as we have stretched these elevation differences for visual appeal, we should stretch the elevation differences that cause damage.
2. All mechs should be immune to intra-mech collision damage for the first say, 30 seconds of the match. The number of times I've been heavily damaged in the starting mass of movement at the beginning of the match is saddening. I'm not saying that I don't want collision damage. I just don't want to have my legs jacked up because someone drove into me right at the beginning of the match when people are trying to figure out where we all want to go. Standing still doesn't help, I still get run over.


Fragility Of Light Mechs
Started by MrCosplayGuy, Oct 18 2013 08:14 AM
5 replies to this topic
#1
Posted 18 October 2013 - 08:14 AM
#2
Posted 18 October 2013 - 08:40 AM
1) The only time my lights take leg damage from terrain is when i drop off an elevated position, but all mechs do that. I haven't actually noticed a difference in the way terrain damages mechs between weight classes.
If i choose to run over a "dodgy looking" piece of terrain then i accept the risk of damaging my legs.
2) During the countdown look for an opening and have the movement keys already pressed. The majority of the time that's how i avoid damage at the start of a match.
Damage while capping is another matter...
If i choose to run over a "dodgy looking" piece of terrain then i accept the risk of damaging my legs.
2) During the countdown look for an opening and have the movement keys already pressed. The majority of the time that's how i avoid damage at the start of a match.
Damage while capping is another matter...
#3
Posted 18 October 2013 - 08:42 AM
Wolfways, on 18 October 2013 - 08:40 AM, said:
1) The only time my lights take leg damage from terrain is when i drop off an elevated position, but all mechs do that. I haven't actually noticed a difference in the way terrain damages mechs between weight classes.
If i choose to run over a "dodgy looking" piece of terrain then i accept the risk of damaging my legs.
2) During the countdown look for an opening and have the movement keys already pressed. The majority of the time that's how i avoid damage at the start of a match.
Damage while capping is another matter...
If i choose to run over a "dodgy looking" piece of terrain then i accept the risk of damaging my legs.
2) During the countdown look for an opening and have the movement keys already pressed. The majority of the time that's how i avoid damage at the start of a match.
Damage while capping is another matter...
Lights take damage from some pretty short drops whereas heavier mechs are fine. Especially noticeable while zooming around on canyon.
#5
Posted 18 October 2013 - 08:45 AM
Those would be some sweet quality of life changes for light pilots for sure.
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