I recommend you dump the armor percentage code entirely. It's unrealistic, unneeded, and one more line of calculation to cause bugs and slow the system. Just leave it as straight weight damage calculation, and let the mechs with lower armor suffer the results of not having the protection they sacrificed for other gains.
The other point that has been raised by others is just as important. If a mech has fallen a distance, but uses jump jets to break its fall to land, there is no reason why it should take any damage at all. Jumping mechs are -designed- to land from an airborne fall, as long as they are not in freefall when they hit. And, -all- jumping mechs -will- land after being in the air more than 1 second, so this seems to indicate -any- use of jump jets in the game will damage your mech noticeably. Every time.
-Falling- damage is good. -Landing- damage is not. Please ensure damage is only done to a mech that hits the ground after a full second of -no- jump jet use, as this would qualify as 'falling'. Otherwise, the mech is braking its fall with jump jets, or has not fallen far enough to cause damage, and so should not take any.
Seriously, so many people want artificial solutions to tactical problems they face like Jump Sniping. The Devs should not be attempting to punish a tactic that makes perfect sense just because players don't want to think about how to defeat it on their own, if that is indeed what this change was about. As illustrated above and with other posts in this thread, doing so only adds a host of new problems which make no sense at all to have in the game.
Edited by Jakob Knight, 06 June 2014 - 08:48 PM.