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[Bug] Fall Damage Mechanics

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#1 AC

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Posted 02 July 2014 - 08:36 PM

This has happened twice now that the fall damage mechanic is in place this patch.

Be near an air or artillery strike. Mech gets rocked around a lot and both legs are destroyed (if your in a light mech) or take excessive damage (if your in a heavier mech). It appears that the air strike impulses cause bonus damage to the legs as the mech is being bounced around. Going to test a third time....

Decided to purposely stand in an artillery strike with my kit fox. Both legs were completely destroyed and the rest of the mech was only yellow. This appears to be easily reproducible.

Edited by Marvyn Dodgers, 03 July 2014 - 03:01 PM.


#2 arghmace

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Posted 03 July 2014 - 12:15 AM

Very interesting if this is indeed easily reproducable.

Me and my mates also noticed that collision damage is maybe more usual and higher now? When running into other mechs you seem to take quite a bit of damage very often. Also when jumping on top of another mech, the poor sod being stomped upon would sometimes take noticable damage especially to arms.

#3 PPO Kuro

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Posted 03 July 2014 - 02:26 AM

I also get impression that damage on legs in a collision has gone up significantly. Plus I think the damage for falling, even when breaking like heck with your jump jets is just too high. Need to test it some more.

#4 arghmace

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Posted 03 July 2014 - 02:33 AM

Maybe the code doesn't read like "if legs hit the ground at over 30 ft/s..." but instead it says "if something hits the legs (or even any part of the mech) at over 30 ft/s..." ;)

#5 Modo44

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Posted 03 July 2014 - 02:40 AM

View Postarghmace, on 03 July 2014 - 02:33 AM, said:

Maybe the code doesn't read like "if legs hit the ground at over 30 ft/s..." but instead it says "if something hits the legs (or even any part of the mech) at over 30 ft/s..." ;)

That would actually make sense -- light pilots are way too used to free runs through/blocking of heavier mechs.

The issue, from what has been described, is with double damage. A strike explosion already hurts you, so you should not eat additional, unpreventable damage from the same strike.

Edited by Modo44, 03 July 2014 - 02:41 AM.


#6 ShinVector

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Posted 03 July 2014 - 04:22 AM

Holy Armour Shaving nonsense PGI !!
Light are screwed..

Take a light.. Try JJ over any mech in testing grounds and watch how fast that armour % immediately goes DOWN !!
Strangely this Griffin takes minimal damage in the process.


Edited by ShinVector, 03 July 2014 - 04:26 AM.


#7 Jody Von Jedi

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Posted 03 July 2014 - 08:05 AM

I don't have screen shots to support what I've been seeing, but It appears to me, the fall speed indicator doesn't display accurately, or more precisely in real time. It's display seems to have a delay in it, so you take damage when you impact a surface, but the indicator doesn't catch up until you've already received damage. I'll be walking away after landing and the display is flashing -34 ft/s.

#8 Benybuble

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Posted 03 July 2014 - 11:39 AM

Now a stripped stalker will be able to kill a light by walking over him.

#9 Mark of Caine

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Posted 03 July 2014 - 11:47 AM

I wonder if TheB33f's mech stacking videos had anything to do with the new DFAs? :blink: :)

#10 Bigbacon

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Posted 03 July 2014 - 11:47 AM

lost leg damage here on this small hill....and this is just one of MANY stupid little places you launch off of in small mechs in a more lateral fashion and lose armor. the horizontal flight range will damage you just as bad as the vertical. it is a very small incline.

Posted Image

Posted Image

Edited by Bigbacon, 03 July 2014 - 11:47 AM.


#11 Dyex

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Posted 03 July 2014 - 07:49 PM

^ Thank you, this is what is pissing me off playing a light mech that does not have access to jump-jets. I have to choose; Do I want to be an easy target and slow down to a baby crawl to save my leg or keeping going fast and getting damaged for 1+ damage for ever stupid little hill in this game that sends you air born.

Edited by Dyex, 03 July 2014 - 07:53 PM.


#12 Alik Kerensky

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Posted 03 July 2014 - 10:11 PM

So we're back to walking over a small rock and taking fall damage again... just more extreme than before. ;)

Edited by Alik Kerensky, 03 July 2014 - 10:12 PM.


#13 BSK

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Posted 04 July 2014 - 12:25 AM

View PostPPO Kuro, on 03 July 2014 - 02:26 AM, said:

I also get impression that damage on legs in a collision has gone up significantly. Plus I think the damage for falling, even when breaking like heck with your jump jets is just too high. Need to test it some more.


I have lost limbs this way. Gave other mechs my ECM cover with badly hurt legs, some Stalker wants to push but cannot see me beyond and I lose a leg.

#14 Mark of Caine

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Posted 04 July 2014 - 06:05 AM

Yeah if you're a light and providing ECM cover for the big boys, you no longer can stand in the middle of the pack, but at the back, and be very aware of where they are because when they start engaging, your allies will easily lose track of where there ECM light is at. It's no longer viable to stand in the middle now.

#15 Superslicks

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Posted 04 July 2014 - 07:48 AM

last night using my trusty spider, I JJ onto one of the caps and I was only below it when I jumped landed on it, fell backwards of it, and practically destroyed my legs, lights are now useless.
regards
josh

#16 Svidro

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Posted 04 July 2014 - 08:02 AM

There are also some hills where you definitely "skip" off of rather than actually going airborn for a second where you take damage. In fact on some hills you can be in constant contact with the hill and keep taking damage as you go down it. Had that in a direwolf on alpine.

#17 Superslicks

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Posted 04 July 2014 - 08:27 AM

its not just fall damage though, I just had 3 or 4 of my team mates walk into me and the amount of damage I take is terrible.

#18 Better Call Saul

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Posted 04 July 2014 - 09:04 AM

Fall damage seems high on parts of the map where you fall down hill with non jump jet mechs, i.e. they have to ability to cushion their landing. So this mechanic is penalising them also?

#19 MeanderingBeing

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Posted 04 July 2014 - 10:53 PM

Just played Canyon Network with a Raven 2X, and the fall mechanic pretty much screwed me. A jaeger spotted me early in the game and slung a few ppcs my way, causing me to dodge to the side off of one of the inclines. I landed at 42 m/s, after about a 8 meter fall... The result was both of my legs being at red armor. A jenner ran around the corner a couple minutes later, fired two med pulse lasers once, and I was legged. I would have stayed in the match, but both teams were moving towards the other side of the map, leaving me crawling along and useless at the two minute mark of a match. I overheated myself and quit. I've been trying to stay on board with the fall mechanic, but after a couple of days of playing I've decided that it's just way too OP. It is beyond punishing with lights, since they only have 8-18 leg armor in the first place. One fall without jump jets means the next guy who sees you can leg you with one shot. Considering that everyone shoots at the legs on lights anyways, it makes it pointless to launch any light without JJ, since you'll just get punished for it. Worse yet, even if you have JJ, trying to keep your fall velocity below 30m/s can be just as punishing, costing you time and concentration when trying to put some damage on, or avoiding a heavier mech on the other side of a hill.

I rarely play my locusts, but after the past few days of playing, I don't even want to launch them. I even sold the engines on them so I can tweak other mechs. I've already legged my firestarter twice even when milking out my jumpjets to cushion the fall. My shadow hawks don't even have enough JJ fuel to cushion the fall enough to keep from legging myself. I'm at the point now where I don't even want to play. Most of my mechs don't have JJ and get punished for it, and with the ones that do, it doesn't matter.

In short, I'm not playing until the new fall mechanics are either nerfed or fixed or removed entirely.

Damn, now I feel like Facebook Warriors who do nothing but ***** and moan about MWO...

#20 Kristov Kerensky

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Posted 05 July 2014 - 09:02 AM

View PostMea Dostoevsky, on 04 July 2014 - 10:53 PM, said:

Just played Canyon Network with a Raven 2X, and the fall mechanic pretty much screwed me. A jaeger spotted me early in the game and slung a few ppcs my way, causing me to dodge to the side off of one of the inclines. I landed at 42 m/s, after about a 8 meter fall... The result was both of my legs being at red armor. A jenner ran around the corner a couple minutes later, fired two med pulse lasers once, and I was legged. I would have stayed in the match, but both teams were moving towards the other side of the map, leaving me crawling along and useless at the two minute mark of a match. I overheated myself and quit. I've been trying to stay on board with the fall mechanic, but after a couple of days of playing I've decided that it's just way too OP. It is beyond punishing with lights, since they only have 8-18 leg armor in the first place. One fall without jump jets means the next guy who sees you can leg you with one shot. Considering that everyone shoots at the legs on lights anyways, it makes it pointless to launch any light without JJ, since you'll just get punished for it. Worse yet, even if you have JJ, trying to keep your fall velocity below 30m/s can be just as punishing, costing you time and concentration when trying to put some damage on, or avoiding a heavier mech on the other side of a hill.

I rarely play my locusts, but after the past few days of playing, I don't even want to launch them. I even sold the engines on them so I can tweak other mechs. I've already legged my firestarter twice even when milking out my jumpjets to cushion the fall. My shadow hawks don't even have enough JJ fuel to cushion the fall enough to keep from legging myself. I'm at the point now where I don't even want to play. Most of my mechs don't have JJ and get punished for it, and with the ones that do, it doesn't matter.

In short, I'm not playing until the new fall mechanics are either nerfed or fixed or removed entirely.

Damn, now I feel like Facebook Warriors who do nothing but ***** and moan about MWO...


So, let me get this straight, you dropped a 35 ton Mech 8 meters and are upset because it almost broke both of the legs clean off the Mech after you did that? Makes sense to me that you'd mess those legs up badly after such a bad move, that's close to 3 stories you just dropped. Do that in an Atlas and you probably would have legged yourself, they take a LOT more damage from falls than a Raven does. Maybe you noticed the lack of poptarters..that's why.

These are huge massive walking tanks we're in, they are NOT meant to be abused the way everyone has been abusing them for so long now, running off cliffs that are over 10m high, dropping from jumps over 30m high and so on. PGI is putting the physics into the game that they wanted to put in all along, they just had to get the engine to allow it, since it's not actually designed to deal with these physics for the player avatar. This is something the previous MW games had in them, falling is BAD for a Mech that doesn't use JJ to slow their rate of descent, lethal as often as not.

Yes, this means you must actually pay attention to where you are moving, how you are jumping, and other little factors that go into driving a Mech successfully before you even take into account the combat aspects of the operation. Those of us who played MW2-4, nothing new here, those games all had it from the get go, harsher than what PGI currently has implemented I might add.

Just wait until we get collisions back...





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