Zoltan Fargo, on 01 December 2016 - 06:23 PM, said:
Never actually considered Hill Climb, is it really that potent? I've just made do with learning where I can get up normally but I suppose this would increase my maneuverability a step further which would be nice. Is the module for decreased fall damage to legs worth it? My initial assumption would be no, but I'm assuming there would be fringe cases where it is viable, however by the same token I shouldn't be putting myself into those situations in the first place and the damage is already pretty low that I wouldn't care about it.
There's only been one time that I lost a leg to fall damage, was on old Frozen City, last guy alive and in my 1V with ERLL. There were 3 guys remaining and a guy rounded a corner on me and I fled off a cliff in panic with a cherry red leg and no armor on it, it blew up and managed to get the rest resulting in a win. But I don't think it would have helped in that case...
Do you think the fall damage module would be better if it instead increased the height from which you could fall and not take damage rather than decreasing leg damage taken from falling by like what is it? 30% or something?
Interesting question on the mechanics of fall damage. My off-the-cuff answer (which I'm totally willing to hear better-formed arguments about):
Let's keep in mind that the current mechanic is tied to vertical speed and weight class. Height is only relevant if it means there's enough distance to accelerate to a speed that would cause damage, in addition to how much speed the mech's gained before landing.
I don't see the height-adjustment mechanic making a big difference, at least on the long falls that would prompt me to consider it on a Locust. I'd consider a height adjustment tweak more beneficial on a JJ Poptart personally. Then again, I'm pursuadable based on data.
As it's built, I'd consider a fall damage module if there were tight parameters that would make it extremely useful, like running breakneck off high cliffs because time is of the essence. So, fast-capping on Alpine. What I find more effective is the same effort to understand avenues of approach, applied to my downslope navigation.
If I take the correct angle, down even on the steepest incline, I can maintain contact while I "slide" down the hill. As long as I maintain minimum contact, I don't take damage. The fall damage mechanic is specifically tied to vertical speed during airtime. Sliding down the hill is totally safe, in fact it's the inverse of face-surfing up hills using JJs on other chassis.
TL;DR: If the fall damage mechanic were different, it the height tweak might very well be be more useful for a niche application. Hill climb is already more niche than I usually go for. It's fun, yes, but I prefer Radar Dep and Seismic almost universally.