Fall Damage
#61
Posted 02 July 2014 - 01:15 AM
#63
Posted 02 July 2014 - 01:21 AM
Dymlos2003, on 01 July 2014 - 05:13 PM, said:
I hate it when people are talking about something that is not yet released and extensively tested. PGI could have goofed it up just like the Clan ERPPC.
Edited by El Bandito, 02 July 2014 - 01:22 AM.
#66
Posted 02 July 2014 - 09:07 AM
Reitrix, on 02 July 2014 - 01:10 AM, said:
Yes, i think a 50 tonne steel chassis to suffer damage when dropped from 5 meters with no way to cushion that fall is perfectly logical.
Your'e comparing apples to watermelons. And what happens when you drop either one from a bench? Same distance ... But one is going to shatter and the other will suffer a bruise. For exactly the same reason you can jump from a 1 story roof and only suffer discomfort while a 50 ton war machine in humanoid form would suffer a reasonable level of stress damage.
The mechs do cushion their falls, buddy. They flex their knees and bend at the waist.
They also aren't made out of steel.
Did you know that because of the work by John Stapp, aircraft designs which were previously thought good enough for crash survivability at 18 g's were revised to endure 32 g's of acceleration in a crash.
Mech that falls 5 meters, and flexes its knees for even 50 centimeters of shock absorbance, would experience 2.5 g's.
You're telling me modern aircraft can endure sustained 9 g's of turn, and are built to help a pilot survive a 32 g crash, but Battlemechs cannot withstand 2.5 g's of acceleration without damage.
OK, it's good to know I'm talking to some expert Battlemech engineers and technicians here.
You know what, I'm tired of debating with people who don't even have high school level understanding of math and physics.
#67
Posted 02 July 2014 - 09:19 AM
#68
Posted 02 July 2014 - 09:22 AM
#69
Posted 02 July 2014 - 09:43 AM
#70
Posted 02 July 2014 - 10:17 AM
Edited by Dymlos2003, 02 July 2014 - 10:18 AM.
#71
Posted 02 July 2014 - 10:18 AM
#72
Posted 02 July 2014 - 10:20 AM
#73
Posted 02 July 2014 - 10:24 AM
#74
Posted 02 July 2014 - 10:34 AM
#75
Posted 02 July 2014 - 11:41 AM
Will post something about it soon.
#77
Posted 02 July 2014 - 12:02 PM
YueFei, on 02 July 2014 - 09:07 AM, said:
They also aren't made out of steel.
Did you know that because of the work by John Stapp, aircraft designs which were previously thought good enough for crash survivability at 18 g's were revised to endure 32 g's of acceleration in a crash.
Mech that falls 5 meters, and flexes its knees for even 50 centimeters of shock absorbance, would experience 2.5 g's.
You're telling me modern aircraft can endure sustained 9 g's of turn, and are built to help a pilot survive a 32 g crash, but Battlemechs cannot withstand 2.5 g's of acceleration without damage.
The planes are made so the pilot can survive those crashes, not the airplane. If you used a crane to lift your car 5 meters in the air and then dropped it like a bad habit, it would probably not drive very nicely anymore, and it would possibly not drive anymore at all.
It's a make believe fix for make believe robots that is just beleivable enough to fly, no need to break out a slide ruler here- besides, it's either this or a more firm nerf to JJets making it so that they cannot be stripped off of mechs for bigger guns.
Edited by Pygar, 02 July 2014 - 12:05 PM.
#78
Posted 02 July 2014 - 12:07 PM
This also screws over pretty much everyone else not jetting about already.
I just took some demo falls off of emergency escape routes on alpine in a heavy. It's entirely possible to take 50 percent armor damage to your fully armored legs in a Heavy.
If you have JJ? Those falls aren't a problem since you can feather the landing and kill the velocity coming down.
If you don't have JJ?
I hope you have armor son.
Once again PGI takes a swing at jump snipers and hits ground pounders right in the face instead.
Further Test result.
It's entirely possible to be falling at near max falling speed with a JJ equipped mech on alpine, and use the fall velocity to your full advantage by increasing your escape speed and then within the last two seconds of the fall to entirely mitigate ALL falling damage with JJ feathering. If your opponent chases you down the cliff, and he doesn't have JJ he's going to take a **** ton of leg damage.
Meaning JJ just got even BETTER.
Edited by Mavairo, 02 July 2014 - 12:13 PM.
#79
Posted 02 July 2014 - 12:08 PM
Mavairo, on 02 July 2014 - 12:07 PM, said:
This also screws over pretty much everyone else not jetting about already.
I just took some demo falls off of emergency escape routes on alpine in a heavy. It's entirely possible to take 50 percent armor damage to your fully armored legs in a Heavy.
If you have JJ? Those falls aren't a problem since you can feather the landing and kill the velocity coming down.
If you don't have JJ?
I hope you have armor son.
Once again PGI takes a swing at jump snipers and hits ground pounders right in the face instead.
You mean they added fall damage.
#80
Posted 02 July 2014 - 12:15 PM
Dymlos2003, on 02 July 2014 - 12:08 PM, said:
You mean they added fall damage.
They already had falling damage in this game.
The problem is, this does nothing to nerf pop tarts.
Which is pretty clearly what they were aiming for if you read the patch notes.
It nerfs the ground game players HARD. While the JJ crowd, can largely mitigate the damage, by proper feathering. Something that any even half decent player is going to be doing anyway on the descent from any significant height.
There is already a map in this game that punishes ground pounders so heavily that they should question if they should ever field those mechs again (Canyons) for having such poor hill scaling and poor ramp locations, ground pounders didn't need this kick in the crotch. Especially when it wasn't even intended from them.
Edited by Mavairo, 02 July 2014 - 12:18 PM.
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