

#41
Posted 06 May 2014 - 08:51 AM
#42
Posted 06 May 2014 - 08:53 AM
PGI Logic.
Too Short; Want to Read Moar (TS:WTR)
PGI in all their wisdom deemed it a 'reasonable' option to add fall damage, -across the board- screwing over many and helping quite a few. What they seem to have implemented is scaled damage across all 'Mechs. Everybody gets ****** over, only light 'Mechs a lot more.
#43
Posted 06 May 2014 - 09:14 AM
Joseph Mallan, on 06 May 2014 - 08:51 AM, said:
I expect to take zero damage at any speed while moving over uneven ground. I am not talking about running into stuff I am talking about running over terrain.
#45
Posted 06 May 2014 - 09:16 AM
Screech, on 06 May 2014 - 09:14 AM, said:
I expect to take zero damage at any speed while moving over uneven ground. I am not talking about running into stuff I am talking about running over terrain.
I'd think it would depend on the terrain. You could Stub your toe at 150KpH... That would be like kicking a wall at full force!
#46
Posted 06 May 2014 - 09:17 AM
Joseph Mallan, on 06 May 2014 - 08:51 AM, said:

OTOH what about when a mech that is designed to pump it's legs at a rate that would allow it to travel upwards of 150 KpH finds that its leg has fallen a meter or so more than was expected (a tiny dip in the terrain: a man-sized "cliff")? How much damage do you think it should take?
I would link to the Nancy Kerrigan footage but that'd be in bad taste. Just imagine it.
#47
Posted 06 May 2014 - 09:19 AM
Joseph Mallan, on 06 May 2014 - 08:51 AM, said:
When I take my commando off a cliff because some ape in a heavy is chasing me, only to suffer the same leg damage he does when his mech should leave a CRATER in the ground, yeah. That little damage.
Edited by lockwoodx, 06 May 2014 - 09:21 AM.
#48
Posted 06 May 2014 - 09:44 AM
Sephlock, on 06 May 2014 - 09:17 AM, said:

OTOH what about when a mech that is designed to pump it's legs at a rate that would allow it to travel upwards of 150 KpH finds that its leg has fallen a meter or so more than was expected (a tiny dip in the terrain: a man-sized "cliff")? How much damage do you think it should take?
I would link to the Nancy Kerrigan footage but that'd be in bad taste. Just imagine it.
Running full out, Broken foot actuator -20% armor.
We never saw how hard the idiot with a crowbar/pipe hit her. If it had been me with the crowbar/pipe, Nancy would never had participated in that or any other Competition ever.
Commando jumping off a Lvl 3 Hill(1 1/2 Mech Height) (25/10)*3 8 (or 7 Don't remember if you round own) damage... Commando Stock 12 armor max 24.
Orion
(75/10)*3
8*3=23 damage
64 points Both take a bit over 1/3 armor (IF one leg) loss if we use TT rules.
Edited by Joseph Mallan, 06 May 2014 - 10:17 AM.
#49
Posted 06 May 2014 - 09:46 AM
Joseph Mallan, on 06 May 2014 - 09:44 AM, said:
Commando jumping off a Lvl 3 Hill(1 1/2 Mech Height) (25/10)*3 9 (or 6 Don't remember if you round own) damage... Commando Stock 12 armor max 24.
Orion
(75/10)*3
8*3=24 damage
64 points Both take a bit over 1/3 armor (IF one leg) loss if we use TT rules.
So according to this, Commandos weigh the same as Orions. Thanks for the info!
#51
Posted 06 May 2014 - 09:58 AM
Joseph Mallan, on 06 May 2014 - 09:44 AM, said:
Running full out, Broken foot actuator -20% armor.
Have you ever stumbled while running due to an unexpected dip in the terrain (Not a gopher hole, just a foot-sized "cliff", followed by terrain that is all at the same elevation)? If so, my condolences. How did you handle the skin grafts for 20+% of both legs (considering that armor is more resilient than skin)? Did your foot ever heal properly?
Quote
*Slips Iosef an unmarked envelope*
There's only room for one lock on these forums.
lockwoodx, on 06 May 2014 - 09:46 AM, said:
You know what to do.
***
Anyway, we aren't talking about this:
We're talking about those absurd scenarios where you take a little drop that even a human being could handle (adjusting for scale) with little problem unless they were an absolute couch potato) without ninja rolling or anything (AND INCIDENTALLY, CAN'T MECHS DO NINJA ROLLS? One of the main characters in one of the books did it!).
We're talking about **** like this:
Edited by Sephlock, 06 May 2014 - 10:03 AM.
#52
Posted 06 May 2014 - 10:00 AM
kesuga7, on 21 April 2014 - 07:13 AM, said:
If your jumping down a hill you need to slow down to avoid any leg damage while jumpjet equipped spiders can actually go faster without having to slow down and just cushion their landing
Can there please be a adjustment to Non jumpjet capable lights taking leg damage from such tiny bumps specifically on the locust or commando?!

Just plan ahead! You can go zoom around in the testing grounds - if you like running lights it' a really good idea as you can learn all the fastest routes around the map.
#54
Posted 06 May 2014 - 10:20 AM
Fierostetz, on 06 May 2014 - 10:00 AM, said:
Just plan ahead! You can go zoom around in the testing grounds - if you like running lights it' a really good idea as you can learn all the fastest routes around the map.
While I appreciate your views and respect you as a pilot, I still think this really is a serious issue with locusts. It is quite random how you get damage to your legs by ram / fall damage... Learning maps is essential, but for example Jenners don't take that damage Locust takes. For example getting shot to a leg by 2 PPC's leaves you very little internal HP left. Alot of times I've been legged by terrain even if I try to take the smoothest route possible.
Also there are teammates... Getting legged in the middle of own team and no doubt they will finish the job enemy started


#55
Posted 06 May 2014 - 10:27 AM
lockwoodx, on 06 May 2014 - 10:01 AM, said:
So am I or we would be having this out like gentlemen cliff diving with burbon in hand.
Bourbon makes me sick

So I have to settle for Long Islands!

Sephlock, on 06 May 2014 - 09:58 AM, said:
Panzies!

@Seph... Money would have been preferred! What Am i going to do with an Unmarked Envelope?
Edited by Joseph Mallan, 06 May 2014 - 10:28 AM.
#56
Posted 06 May 2014 - 10:29 AM
#59
Posted 06 May 2014 - 11:18 AM
Joseph Mallan said:
None. This isn't a simulator where we have to manually control each leg's motion, like QWOP with lasers. Boulders already cause a loss of speed ranging from slight to total, both of which can lead to a light mech being damaged.

Damage from colliding with buildings/wall/cliffs is a different story. I'm not sure the game needs it, but either way this would be a totally new feature and a different topic.
Sstaan, on 06 May 2014 - 10:29 AM, said:
I don't think anyone in this thread is actually complaining that fall damage exists. They are complaining that it arbitrarily effects light mechs without it making any sense or contributing anything to the game. For instance, on Canyon Network, a crucial part of playing on that map for every weight class is moving from the plateaus to the canyons and back up. It takes a good deal of time and effort to not take damage when slowly and carefully moving down into the canyons in a Locust or Commando. If you mess up, you take similar damage to when divebombing off a mountain (yes, really, it's been tested).
Every mech in medium and above can just hurtle off those ledges without consequence. It's just bizarre. Why are the agile mechs less able to be, you know, agile?
As of now fall damage is laughably weak so it's of no major consequence even to Locusts and Commandos, but it has virtually no effect on anything else. So one has to ask, is it going to be 'buffed' or should it just be cut altogether? If it is increased then serious attention needs to be paid to its (currently terrible) implementation.
Tl;dr: Locust pilots aren't reckless speed freaks, these things are genuinely taking fall damage when walking down shallow hills. Wut.
#60
Posted 06 May 2014 - 11:58 AM
ugrakarma, on 06 May 2014 - 10:20 AM, said:
Also there are teammates... Getting legged in the middle of own team and no doubt they will finish the job enemy started


Thanks for the response


GLHF!
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