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Fall Damage By Weight Class


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#1 Father Tork

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Posted 06 December 2013 - 09:41 AM

I don't know if it's been mentioned before...

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 Bilbo

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Posted 06 December 2013 - 09:44 AM

They take damage. It isn't as noticeable because of the higher armor on the legs. What turns a light mech's legs yellow, won't even show up on an Atlas.

#3 Father Tork

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Posted 06 December 2013 - 09:57 AM

That's what I thought, but the paper doll doesn't flash on Atlas, which it should even for specs of damage.

#4 Clit Beastwood

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Posted 06 December 2013 - 10:50 AM

View PostFather Tork, on 06 December 2013 - 09:57 AM, said:

That's what I thought, but the paper doll doesn't flash on Atlas, which it should even for specs of damage.


Is there a minimum threshold for the doll flashing? Like 1% or 1pt of damage, etc.?

#5 AC

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Posted 06 December 2013 - 10:52 AM

I have noticed this too and its annoying, but I am of the mind set that lights should not be running around at 170kph. PGI has set up a speed race. Everyone (minus assaults and some heavies) seem to be on a speed race to max engine to be effective. When you can cross a map in under a minute, it tends to mess with my perception that mechs are big....or that they are even walking. I feel like a jet fighter in my locust.

#6 Bilbo

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Posted 06 December 2013 - 10:55 AM

View PostAC, on 06 December 2013 - 10:52 AM, said:

I have noticed this too and its annoying, but I am of the mind set that lights should not be running around at 170kph. PGI has set up a speed race. Everyone (minus assaults and some heavies) seem to be on a speed race to max engine to be effective. When you can cross a map in under a minute, it tends to mess with my perception that mechs are big....or that they are even walking. I feel like a jet fighter in my locust.

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 Hellcat420

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Posted 06 December 2013 - 11:03 AM

well the faster you are going, the more damage you will cause when you run into stuff. what will take more damage, a ford escort going 100mph and hitting a wall or a full size truck going 30mph hitting a wall?
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 Joseph Mallan

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Posted 06 December 2013 - 11:07 AM

View PostHellcat420, on 06 December 2013 - 11:03 AM, said:

well the faster you are going, the more damage you will cause when you run into stuff. what will take more damage, a ford escort going 100mph and hitting a wall or a full size truck going 30mph hitting a wall?

Ad to this, The bigger you are the harder you fall...

#9 Father Tork

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Posted 06 December 2013 - 11:08 AM

View PostHellcat420, on 06 December 2013 - 11:03 AM, said:

well the faster you are going, the more damage you will cause when you run into stuff. what will take more damage, a ford escort going 100mph and hitting a wall or a full size truck going 30mph hitting a wall?


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 Biglead

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Posted 06 December 2013 - 11:09 AM

Because light Mechs have to take damage from somewhere...

#11 Father Tork

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Posted 06 December 2013 - 11:13 AM

View PostBiglead, on 06 December 2013 - 11:09 AM, said:

Because light Mechs have to take damage from somewhere...


Well played sir, well played :D

#12 Hellcat420

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Posted 06 December 2013 - 11:13 AM

wont let me quote but @ father tork, if you drop them from the same height the smaller mech will take more damage.

#13 Bilbo

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Posted 06 December 2013 - 11:21 AM

View PostHellcat420, on 06 December 2013 - 11:13 AM, said:

wont let me quote but @ father tork, if you drop them from the same height the smaller mech will take more damage.

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 Clit Beastwood

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Posted 06 December 2013 - 11:24 AM

View PostAC, on 06 December 2013 - 10:52 AM, said:

I have noticed this too and its annoying, but I am of the mind set that lights should not be running around at 170kph. PGI has set up a speed race. Everyone (minus assaults and some heavies) seem to be on a speed race to max engine to be effective. When you can cross a map in under a minute, it tends to mess with my perception that mechs are big....or that they are even walking. I feel like a jet fighter in my locust.


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 Father Tork

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Posted 06 December 2013 - 11:41 AM

View PostBilbo, on 06 December 2013 - 11:21 AM, said:

You don't take more damage. You see a higher percentage of damage done because there is less armor there to begin with.


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... :D I just wanna know if it was addressed previously, or been explained by PGI.

Edited by Father Tork, 06 December 2013 - 12:23 PM.


#16 Troutmonkey

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Posted 07 December 2013 - 11:05 PM

The bigger they are, the harder they should fall. Make pop-tarts take considerable fall damage next time they jet straight up and fall down unbuffered onto underarmoured legs.

#17 Nothing Whatsoever

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Posted 08 December 2013 - 12:04 AM

I am beginning to fear that fall damage is tied into collision damage, but without knowing for sure the thought is simply conjecture.

#18 Leafia Barrett

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Posted 08 December 2013 - 05:36 PM

View PostHellcat420, on 06 December 2013 - 11:13 AM, said:

wont let me quote but @ father tork, if you drop them from the same height the smaller mech will take more damage.
The larger mech will sustain a much greater shock from the impact because the added mass behind the impact increases its force. Force is mass times acceleration, after all. Mind you, the Locust would probably take more damage anyhow since it seems to be made literally out of toothpicks...

#19 OneEyed Jack

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Posted 09 December 2013 - 06:45 AM

View PostFather Tork, on 06 December 2013 - 11:41 AM, said:

My issue is currently, Lights take damage just from moving around the map if they run over small rocks.


Only if they're going at high speed.

Slow down and you won't have that issue.

:)

#20 Nik Van Rhijn

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Posted 09 December 2013 - 10:25 AM

Slow down and you die. Catch 22.





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