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Fall Damage Overhaul - Feedback


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#181 Cimarb

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Posted 05 July 2014 - 08:09 AM

View PostBigbacon, on 05 July 2014 - 04:58 AM, said:


light folk aren't complaining about jumping off a high cliff, even we understand that, it is the tiny little deviation in anything that cause you to lose leg armor even in spots on a map that are supposed to be well and easy to travel on.

point of whole issue is that light mechs as is, already don't have enough players. the falling damage is absolutely unavoidable and ridiculous even during basic piloting that there is even less incentive for lights to be used. Rarely see more than 1 or 2 on the team now.

The game has 4 classes of mech and really only 2 are used.

fall damage has its place, it makes sense, but from a balance and fun standpoint, it needs to be tweaked badly, especially for the fast movers.

glad they are going to look at it.

I have always said that 4x3 was a very UNoptimal way to get people to play lighter mechs. Role warfare and appropriate rewards are the only way to do that effectively. This fall damage from running around definitely does not help either.

View PostVassago Rain, on 05 July 2014 - 07:30 AM, said:

Currently it's hilariously excessive, and doesn't do anything to jumpmechs, period.

Just running around on alpine in my TDK, once we reached the enemy, I had lost 11% of my life total. Meanwhile, all of my shadowhawks, typically outfitted with 2 or 3 jets, never have to worry about fall damage or bump damage.

I feel this may not have been the intended effect.

I agree, as this situation was one that Alex Schmidt specifically addressed in one of the VLOGs. It was really bad in my Locust before the patch, but I honestly have not bothered to play it since.

#182 senaiboy

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Posted 05 July 2014 - 08:31 AM

I've been getting my Locusts out to help balance the lack of light mechs, but seriously the fall damage is BRUTAL.The Locusts are already underplayed as they are, they don't need fall damage to make them effectively unusable.

The problem is light mechs already have weak leg armor, adding on the fact that enemy fire are always concentrated on the legs it doesn't take much to have your legs down to orange/red. Just a mis-manoeuvre while escaping or harassing will break your leg.

Edited by senaiboy, 05 July 2014 - 09:04 AM.


#183 dario03

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Posted 05 July 2014 - 06:25 PM

I don't understand the changes. Adding more fall damage was fine but the first posts says that lights will be hit the least but they actually get hit second hardest or hardest depending on how you look at it. Needing higher fall speed to cause extra damage is nice and all but even at 38ft/s heavies and mediums still take a decent bit less damage than lights do at 38ft/s.

Unless I'm doing my math wrong mediums have to hit 44.6ft/s to do the same percentage of damage as a light falling 38ft/s, heavies need to go 41.4ft/s. Even if we look at just min damage falls, lights need the least falls to leg themselves since that tiny 5% buff lights got to their leg internals actually causes them to get legged faster since the damage is based on internals and not (max) armor.
~38.125 for lights
~39.498 for assaults
~45.070 for heavies
~52.632 for mediums

Lights should be able to take the most falls so If everything else stayed the same but that, then lights should need ~62 min damage falls to leg themselves. Or all the other classes need a big jump in fall damage. Or the system should be reworked.

#184 Dano_man

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Posted 08 July 2014 - 10:34 AM

I don't mind the fall damage when jumping, but I am taking damage running and hitting big potholes. My truck does better than these light mechs. I understand that you don't want anyone to be able to jump off a cliff and not take damage, but man stumbling or falling less than 10m that is a little absurb isn't it. If you want to put variable terrain in the maps, don't take jello damage, cause that's how you have to run like you're on jello

#185 Karl Streiger

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Posted 09 July 2014 - 02:08 AM

OK after some testing:
Fall damage is total irrelevant for me:
my fastest Mech is hardly running more as 101 kph - and its a medium
- the damage when falling from cliffs - mostly because i choose so - doesn't happen often - and it doesn't matter how height the cliff is - i can do it - (for example - the ramp on Crimson Straith -
if you want to go below - fast - simple jump ... yes you get more damage than before - but its complete irrelevant for most mechs.

So Fall damage is only a concern for fast an light buggers - increasing the "risk vs reward" gap

anyhow if you want to do fall damage right - it should look more like this:
4 values for the current implementation - one how it should look like (with the same percentage for all classes and weights)
Posted Image

Edited by Karl Streiger, 09 July 2014 - 02:08 AM.


#186 Andross Deverow

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Posted 09 July 2014 - 01:11 PM

Seems like they need to adjust the damages a bit for lighter mechs. Even in my Griffin just running not falling or jumping i can get leg damages. They need to tweak it a bit on lighter chassis.

Regards

#187 M0rpHeu5

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Posted 12 July 2014 - 02:36 AM

30ft/s occurs very often just by walking around, i suggest rasing it to 45ft/s

#188 Lefty Lucy

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Posted 13 July 2014 - 09:07 AM

Fall damage is currently bugged, and not working the way the patch notes describe it. It is very common to take fall damage when in the air for less than one second, or with a slower descent than 30 ft/sec.

#189 Tetra One

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Posted 16 July 2014 - 06:09 AM

Please reconsider/rebalance fall damage soon.

Thanks.

#190 Markardi

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Posted 16 July 2014 - 05:01 PM

Hey PGI, not sure if anyone has brought this up yet, but why is the fall damage in imperial units of ft/s?
Everything else in the Mech system is metric (Speed is km/h, Temp is C, Weapon range is m, and I'm assuming Weight is in metric tonnes!) so fall damage should be in m/s.
Also, you're a Canadian company so you should be all about the metric system!!

Just something I noticed playing today.

#191 Cimarb

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Posted 16 July 2014 - 05:07 PM

View PostMarkardi, on 16 July 2014 - 05:01 PM, said:

Hey PGI, not sure if anyone has brought this up yet, but why is the fall damage in imperial units of ft/s?
Everything else in the Mech system is metric (Speed is km/h, Temp is C, Weapon range is m, and I'm assuming Weight is in metric tonnes!) so fall damage should be in m/s.
Also, you're a Canadian company so you should be all about the metric system!!

Just something I noticed playing today.

It was a miscommunication internally. It has been brought up quite often.

#192 Styxx42

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Posted 23 July 2014 - 11:28 AM

IMO Fall damage is WAY off, it is not fall damage, it is .. I don't even know what it is.

I have stopped playing my light and fast mechs.
I call it the mogul affect.
I head out at fast speed with no JJ, I come over the hill at a good clip and get air born for just over a second and BLAM, damaged legs. Then more and more, so I don't go fast, so I get killed FAST.
So I don't play light mechs.

Who Play tested this in light fast mechs and said, YA that is really good. damage those guys legs so they cant run fast.
I dropped off a building(1 story) and by leg damaged as it was blew right off my mech.
is there no shock absorbers or the ability to bend your knees.
it feels like I am piloting a stiff legged Toe walker now that doesn't know when the foot is going to hit the ground.
Not a fast agile mech that competes with large lumbering mechs.

Game is getting worse and worse in my opinion with the last couple patches.
What mech are they trying to make this game for? Mediums? Now because JJ suck on them as well.

#193 RazorbeastFXK3

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Posted 24 July 2014 - 02:48 AM

The new fall damage is ridiculous.. I was walking up and down 1 to 5 meter inclines in a Commando. My arm brushed against the hillside and it took damage. (Around the H9/H10 area of the Alpine map running around the top of the crown of the hill) I wasn't even running that fast and my legs took damage.. I was taking more damage from the hill than I was from the enemy and I wasn't even running full speed nor was I dropping from great heights.

Before, I was able to slide down a hill without taking much damage.. now if I slide down a hill I take damage on the way down and nearly lose my legs in the process. Since when is terrain able to damage our arms anyway?

I appreciate the effort into putting more realism into the game but with this level of intensity.. it's equivalent to getting sliced up by the wind itself when walking outside in 5 to 15MPH winds.

Crashing into other mechs and taking damage depending on how fast one is traveling along with the size of the mechs involved isn't bad but yeah.. Please adjust the fall damage so if we fall 1 or 2 meters (without the use of jumpjets) we don't take our own legs out. .2% of armor = 1 point of armor seeing as how you can't remove a fraction of a point and if you fall more than 24 times in a light mech you'll die before engaging the enemy.

#194 Malleus011

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Posted 24 July 2014 - 07:28 AM

The current setup is highly punitive. Dial it back. Now that JJ's are terrible there's not much reason to have it anyway.

#195 Jman5

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Posted 27 July 2014 - 01:39 PM

Aside from the light mech issue, I'm really enjoying the fall damage changes. It adds a whole new layer to the game for me because you have to be much more mindful of your footing. I used to just YOLO off tall mountains and structures because it didn't really matter. Now I look around for ways to descend without shattering my knees. You have to carefully weigh the cost/benefit of leaping off a ledge to get somewhere faster. Something you only do in dire straits when the enemy is closing in all around you.

I'm not much of a "simulator" guy, but I think for those people it really adds a new dimension to the game for them. You're in this massive piece of machinary with legs and you've got to wrestle your controls and navigate rough terrain without busting it up. I find myself cringing a little every time I jump off something knowing it's going to damage my legs.

Keep the damage high PGI, I think its great.

#196 Lala Satalin Deviluke

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Posted 30 July 2014 - 08:35 AM

Posted Image

#197 dario03

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Posted 04 August 2014 - 03:25 PM

So we have some new fall speeds for fall damage to start but is the formula still the same?
Is it still max Leg internal HPx1.9x0.04 for lights and assaults, 0.03 for mediums, 0.035 for heavies?

And how does fall damage work beyond the minimum speed for fall damage?
A light mechs minimum is 37m/s, so if I fall at 40.7m/s will I take (Leg internal HPx1.9x0.04)x1.1? Or is it something different?

#198 Gorgo7

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Posted 04 August 2014 - 06:53 PM

I noticed today while running my Locust that I was taking fall damage in conjunction with my forward momentum.
I went off a cliff doing about 150-160 kph, fell and my fall velocity was on the order of 52 m/s. Ouch. That same cliff at a 80 kph caused a fall rate of about 36 m/s.
I will reconfirm and post the results. Has anyone else noticed this?

I was on Canyon...

#199 Styxx42

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Posted 05 August 2014 - 11:34 AM

View PostCimarb, on 05 July 2014 - 08:09 AM, said:

I have always said that 4x3 was a very UNoptimal way to get people to play lighter mechs. Role warfare and appropriate rewards are the only way to do that effectively. This fall damage from running around definitely does not help either.


I agree, as this situation was one that Alex Schmidt specifically addressed in one of the VLOGs. It was really bad in my Locust before the patch, but I honestly have not bothered to play it since.

Surprised the

YOU JUST DON"T KNOW HOW TO PILOT A LIGHT MECH. comment has not been flung out more.

In effect, that above comment is, SLOW DOWN, in a lightmech.
Okay that for sure is a way to die IMO.

Just silly the damage now just running in a light mech.

#200 Gorgo7

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Posted 05 August 2014 - 02:47 PM

View PostGorgo7, on 04 August 2014 - 06:53 PM, said:

I noticed today while running my Locust that I was taking fall damage in conjunction with my forward momentum.
I went off a cliff doing about 150-160 kph, fell and my fall velocity was on the order of 52 m/s. Ouch. That same cliff at a 80 kph caused a fall rate of about 36 m/s.
I will reconfirm and post the results. Has anyone else noticed this?

I was on Canyon...


My bad, the above comment was entirely unrepeatable.

Please ignore.





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