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Locust And Commando -Fall-Leg Damage

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#1 kesuga7

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Posted 21 April 2014 - 07:13 AM

So even the tiniest bump into much anything or a small jump will hurt these already low armoured light mechs

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?!

:rolleyes:

#2 Solahma

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Posted 21 April 2014 - 07:21 AM

I agree.

I enjoy piloting the Locust, but having to avoid certain routes and falls or even losing armor (already lacking) makes it just that much harder to survive. The two lightest mechs in the game shouldn't hurt themselves on a drop where heavies and assaults don't take ANY damage... The scaling seems off... If anything, the heavier mech dropping from the same height should take more damage IMO

#3 Coralld

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Posted 21 April 2014 - 07:25 AM

I agree completely, these little guys take so much damage in the legs from simply going over a pebble is just so frustrating beyond belief.
As, Solahma said, the scaling is so jacked up and should be the other way around.

#4 BourbonFaucet

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Posted 21 April 2014 - 07:28 AM

View PostSolahma, on 21 April 2014 - 07:21 AM, said:

The scaling seems off... If anything, the heavier mech dropping from the same height should take more damage IMO


That might also help punish poptarting just a bit more. If you're using a 2 PPC + 2 AC/5 Highlander, you'll more quickly break your legs, or you'll simply have to poptart under lower hanging cover, making LRM's more viable against you.

#5 Solahma

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Posted 21 April 2014 - 07:29 AM

I giggle a bit when a highlander jumps the height of buildings, fall straight down without JJ dampening, and takes no damage
Meanwhile a the ultra-light locust with very little vertical inertia runs down a hill, catches pebble, and strips leg armor.

EDIT @above: I agree, but it would also hurt other mechs which I wouldn't agree with... The idea is interesting though. It would require pop-tarts to use JJ on the way down to lighten their fall.

Edited by Solahma, 21 April 2014 - 07:30 AM.


#6 Trauglodyte

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Posted 21 April 2014 - 08:04 AM

The kicker on the Locust is that it already comes 4 points of armor short than it should. All mechs come with an amount of armor available on their legs which equals what is available on their side torsos. YET, the Locust has 20 (max) on the side torsos vs. 16 on their legs. So, not only are you taking a lot of damage to your legs when someone walks into you or you trip over a rock and not only is 2/3 of your entire profile nothing but your legs. BUT, you also get shorted a lot of much needed armor.

Enjoy!

Edited by Trauglodyte, 21 April 2014 - 08:04 AM.


#7 FupDup

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Posted 21 April 2014 - 08:06 AM

View PostTrauglodyte, on 21 April 2014 - 08:04 AM, said:

The kicker on the Locust is that it already comes 4 points of armor short than it should. All mechs come with an amount of armor available on their legs which equals what is available on their side torsos. YET, the Locust has 20 (max) on the side torsos vs. 16 on their legs. So, not only are you taking a lot of damage to your legs when someone walks into you or you trip over a rock and not only is 2/3 of your entire profile nothing but your legs. BUT, you also get shorted a lot of much needed armor.

Enjoy!

The Locust's relatively leg armor capacity is a leftover Tabletop rule that served no purpose other than to nerf the crap out of 20 ton mechs, which would be weak even without that...

#8 MeiSooHaityu

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Posted 21 April 2014 - 08:09 AM

"Women weaken legs!" would be the reason Mickey would say the Locust and Commando's legs are so fragile. I'm not sure I believe him. He is a bit eccentric.
Posted Image

#9 Nothing Whatsoever

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Posted 21 April 2014 - 08:27 AM

I had done some googling back in January, and there maybe something with how the CryEngine handles fall damage to the scale of the models; and it seems to be the use of universal values that may be part of the problem.

I believe it's an unaddressed issue from using the Cryengine, with how the game engine originally was for human scale soldiers, and the devs haven't been able to address that code yet, the fall damage code I mean. From what I was reading about how it's potentially coded in the game engine, it's gotta be low priority to address with the potential nature of the issue.

But I also stumbled on a plausible workaround, since it's the CryEngine, the Nanosuit had that Strength mode that can reduce fall damage, so I hope the devs could at some point explore applying that quirk to lights and mediums if it hasn't been looked at already. That way smaller lights and mediums could at least fall from the similar heights to Heavies and Assaults and receive less fall damage being smaller as they are supposed to from reading about the BT rules on that.

#10 Maxx Blue

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Posted 21 April 2014 - 09:14 AM

I've been working on my Locusts recently out of some warped idea that, since I bought them I ought to at least elite them. I don't actually like them in general, but the leg damage is just crazy. I'm working on Jenners at the same time to keep myself sane, and the difference is night and day. I'm not sure if I'm just subconciously compensating for falls with jump jets or what, but I don't beat my own legs up nearly as much in the Jenners as I do in those dang locusts. It's pretty frustrating.

Heck, I had one game the other night where I was only shot twice in the entire game by the enemy. The first shot removed one of my legs, and a few minutes later the second shot removed my other leg and killed me. The legs on this little piece of junk are already fragile as can be, and the severe beating they take just from running around the map makes it even harder to do anything useful. I'd actually like the 4 extra points of armor on the legs, but at this point ANYTHING to help make them more survivable would be great.

#11 Solahma

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Posted 21 April 2014 - 09:25 AM

Plus, I can understand that you should feel the weight of your mech and it should take fall damage. But you ONLY get that feeling in light mechs. Maybe, in certain situations, you will experience it in a medium. You never experience fall damage to any noticeable extent in a heavy or an assault. So if it's there to make you FEEL like you are in a big heavy mech that can hurt itself, you only notice it in a light mech. Why punish a lightly armored mech by removing more armor whenever possible?

If light mechs, or even just light mechs under 30 tons, could get that "Nanosuit" boost it would be much better IMO.

It would also be nice if larger mechs had to worry about fall damage...

#12 Lucky Moniker

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Posted 21 April 2014 - 09:44 AM

If only you guys had seen the game last year where this problem was 4x as bad. Ravens would leg themselves on Alpine on that rocky glacier area, I am not saying it is not a problem, but they did already address this issue once before (obviously not enough) but I rarely have this problem myself, and I drive all kinds of light mechs, the only time my legs get really that beat up by my own doing is when I jump off of ledges that would hurt any mech, it is only a matter of running around those small obstacles and that is easy to do without falling behind. I can keep up with spiders jumping over these small things in my locust without any problem.

#13 Pjwned

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Posted 21 April 2014 - 11:19 AM

It really seems like people overestimate how much fall damage you actually take on your legs. I'm not saying it's not a problem at all, but just because the armor turns yellow does not mean it's anything worth worrying about really because it could still be extremely minor.

For reference, raking a laser across somebody quickly (outside of optimal range even) makes their armor turn yellow on those spots, that doesn't mean it actually did any real damage though.

#14 Solahma

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Posted 21 April 2014 - 11:25 AM

View PostPjwned, on 21 April 2014 - 11:19 AM, said:

It really seems like people overestimate how much fall damage you actually take on your legs

It's not much, but even 1-2 points off you legs is really bad when you only have 16 max armor....

Making heavier mechs take more damage (reversing the scaling somehow) would make much more sense. Then you wouldn't see heavies and assaults stripping as much armor out of their legs too (maybe)

#15 Dustee

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Posted 21 April 2014 - 11:48 AM

It really grinds my nuggets when some lumbering guy walks right into me without looking where he's going and my legs are turned to mush.

#16 Clit Beastwood

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Posted 21 April 2014 - 11:50 AM

lol neither is that bad, just plan your routes better.

I highly recommend making "circuits" of all the maps in various classes of mech using the testing grounds. Then when you're in a live drop you'll already know where you can and can't go, and if you're likely to take damage doing it. I doubt most will bother doing this, but it'll save you leg damage by simply practicing a bit. Good luck on your locusts everyone, after mastering they're.. dare I say... fun?

View PostDustee, on 21 April 2014 - 11:48 AM, said:

It really grinds my nuggets when some lumbering guy walks right into me without looking where he's going and my legs are turned to mush.


Situational awareness! :D In all seriousness, in a locust, don't hang out when you spawn. You should already have your throttle at 100% to put some distance between yourself and your dropmates.

#17 Nothing Whatsoever

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Posted 21 April 2014 - 11:57 AM

From page 25 of the Master Rules, I got this section:
Spoiler


So depending on the height of the levels translated to MWO, mechs (especially the bigger ones) should be receiving more fall damage then they currently do.

#18 Clit Beastwood

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Posted 21 April 2014 - 11:59 AM

View PostPraetor Shepard, on 21 April 2014 - 11:57 AM, said:

From page 25 of the Master Rules, I got this section:
Spoiler


So depending on the height of the levels translated to MWO, mechs (especially the bigger ones) should be receiving more fall damage then they currently do.


... remember this isn't TT though.

#19 Product9

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Posted 21 April 2014 - 12:09 PM

View PostPraetor Shepard, on 21 April 2014 - 08:27 AM, said:

I had done some googling back in January, and there maybe something with how the CryEngine handles fall damage to the scale of the models; and it seems to be the use of universal values that may be part of the problem.

I believe it's an unaddressed issue from using the Cryengine, with how the game engine originally was for human scale soldiers, and the devs haven't been able to address that code yet, the fall damage code I mean. From what I was reading about how it's potentially coded in the game engine, it's gotta be low priority to address with the potential nature of the issue.

But I also stumbled on a plausible workaround, since it's the CryEngine, the Nanosuit had that Strength mode that can reduce fall damage, so I hope the devs could at some point explore applying that quirk to lights and mediums if it hasn't been looked at already. That way smaller lights and mediums could at least fall from the similar heights to Heavies and Assaults and receive less fall damage being smaller as they are supposed to from reading about the BT rules on that.


No offense, but it's pretty obvious you've never coded on top of an existing game engine before.

#20 Pjwned

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Posted 21 April 2014 - 12:20 PM

View PostSolahma, on 21 April 2014 - 11:25 AM, said:

It's not much, but even 1-2 points off you legs is really bad when you only have 16 max armor....

Making heavier mechs take more damage (reversing the scaling somehow) would make much more sense. Then you wouldn't see heavies and assaults stripping as much armor out of their legs too (maybe)


I don't know the exact values of fall damage but I'm pretty sure you have to actually try to take a whole point of armor off on each of your legs just from fall damage, much less 2 points.

I do agree with reversing the scaling though because it makes sense.

View PostProduct9, on 21 April 2014 - 12:09 PM, said:


No offense, but it's pretty obvious you've never coded on top of an existing game engine before.


I know there's at least 1 instance of being able to spawn red & blue bots and have a deathmatch going in Unreal engine games, not seeing how that nanosuit quirk suggestion would be so much different.





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