

Fall Damage By Weight Class
#1
Posted 06 December 2013 - 09:41 AM
But does anyone else find it odd that lights take fall damage from a fall of ANY hieght, but Heavier mechs take none?
If I run around in my Commando at 171kph, i'll often sky rocket off little bumps, and take damage when I land. Meanwhile in my Atlas, I can jump of mountains with little regard for the safety of my legs.
Not saying this is a HUGE game breaker, but it is annoying. Is there a known reason?
#2
Posted 06 December 2013 - 09:44 AM
#3
Posted 06 December 2013 - 09:57 AM
#5
Posted 06 December 2013 - 10:52 AM
#6
Posted 06 December 2013 - 10:55 AM
AC, on 06 December 2013 - 10:52 AM, said:
Jump in an Atlas on Alpine. Your perception will change. There is no amount of motor that will make walking across that map seem fast in an Atlas.
#7
Posted 06 December 2013 - 11:03 AM
the heavier a mech is, the stronger it has to be build to support all of that weight.
Edited by Hellcat420, 06 December 2013 - 11:08 AM.
#8
Posted 06 December 2013 - 11:07 AM
Hellcat420, on 06 December 2013 - 11:03 AM, said:
Ad to this, The bigger you are the harder you fall...
#9
Posted 06 December 2013 - 11:08 AM
Hellcat420, on 06 December 2013 - 11:03 AM, said:
This is true, but we're also not talking about running into a wall, we're talking about falling. What would have more momentum? A 25 Ton Mech falling 10 meters, or a 100 ton mech falling 200 Meters?
As for the speed thing, if Hit Registration worked ideally(which is a whole other issue), then speed would be fine, fast mechs are supposed to zip around and be harder to hit because of it. Remember in TT the max speed on a Locust variant is 194.4 KpH, and there are faster mechs.
#10
Posted 06 December 2013 - 11:09 AM
#12
Posted 06 December 2013 - 11:13 AM
#13
Posted 06 December 2013 - 11:21 AM
Hellcat420, on 06 December 2013 - 11:13 AM, said:
I have the same problem with quoting. Toggle the editing mode and it will let you do it(top left corner of the reply box)
You don't take more damage. You see a higher percentage of damage done because there is less armor there to begin with.
#14
Posted 06 December 2013 - 11:24 AM
AC, on 06 December 2013 - 10:52 AM, said:
There are canonical mechs that go *much* faster. 170kph is perfectly valid, the game just doesn't scale well with the current 12man teams. You'd need fast vehicles and/or fast aerospace to counter them, but that drastically increases the complexity of a game that already confuses, if the forums are any indication, *lots* of people.
#15
Posted 06 December 2013 - 11:41 AM
Bilbo, on 06 December 2013 - 11:21 AM, said:
Which makes complete sense, and falling damage definitely should occur.
My issue is currently, Lights take damage just from moving around the map if they run over small rocks.
And again I wanna be clear, this is by no means a gigantic high priority problem...

Edited by Father Tork, 06 December 2013 - 12:23 PM.
#16
Posted 07 December 2013 - 11:05 PM
#17
Posted 08 December 2013 - 12:04 AM
#18
Posted 08 December 2013 - 05:36 PM
Hellcat420, on 06 December 2013 - 11:13 AM, said:
#20
Posted 09 December 2013 - 10:25 AM
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