

Please Fix Leg Damage For Non Jj Mechs
Started by CrushLibs, Jul 03 2014 09:45 AM
29 replies to this topic
#21
Posted 04 July 2014 - 05:23 AM
While poptarting in my Thor last night, I barely had to change my playstyle at all. The only real change is that I couldn't make really really high jumps anymore, which weren't that common anyways. Small jumpsniping runs still work just the same as they always have, and I'm able to avoid falling damage the majority of the time.
But, when I start griding the non-JJ Clan robots, I probably will have to be overly cautious/paranoid at all times to avoid exploding my legs. Because clearly Paul wanted to punish non-JJ mechs while leaving poptarts to rein free, amirite?
But, when I start griding the non-JJ Clan robots, I probably will have to be overly cautious/paranoid at all times to avoid exploding my legs. Because clearly Paul wanted to punish non-JJ mechs while leaving poptarts to rein free, amirite?
#22
Posted 04 July 2014 - 05:29 AM
please fix it for ALL lights.
#23
Posted 04 July 2014 - 05:35 AM
Plenty of evidence and constructive discussion here people http://mwomercs.com/...ll-damage-pt-1/
#24
Posted 04 July 2014 - 07:30 AM
Spades Kincaid, on 04 July 2014 - 02:19 AM, said:
Or, you could put a second JJ on your brawler? Problem solved. Which as he said, was kinda the point.
Well i did, it just ruined my loadout and made even worse, anyhow im still doing good, probably i need relearn and put more ammo on legs...
#26
Posted 04 July 2014 - 07:41 AM
CrushLibs, on 03 July 2014 - 02:30 PM, said:
did some testing and were able to drop almost the height of the mech so the map must have been to blame for the error.
FWIW it could be some sort of interaction between the new code and older code.
Remember those places on certain maps where you can just brush against the wall (trying to climb up it- no falling involved whatsoever) and suffer damage?
If that (or something like that) is the case, results may not be very consistent... although I have to admit the whole "Battlemech running at full speed stopping on a dime when it encounters a pebble" thing came to mind...
#27
Posted 04 July 2014 - 08:37 AM
Go too fast and your momentum pushes you horizontally far enough away from the decline, so a slope becomes a drop. Try walking down some stairs, then go back up and run towards those stairs as fast as you can. You'll probably make contact 1/2 way down and take leg damage. This is what's happening and why lights are more effected.
Gotta learn to slow enough so that your mech makes contact with the slope then accelerate so you can run on it, not shoot over it. Run as fast as you want over any 90 degree drop, it will have no difference.
Gotta learn to slow enough so that your mech makes contact with the slope then accelerate so you can run on it, not shoot over it. Run as fast as you want over any 90 degree drop, it will have no difference.
#28
Posted 04 July 2014 - 09:16 AM
Bobzilla, on 04 July 2014 - 08:37 AM, said:
Go too fast and your momentum pushes you horizontally far enough away from the decline, so a slope becomes a drop. Try walking down some stairs, then go back up and run towards those stairs as fast as you can. You'll probably make contact 1/2 way down and take leg damage. This is what's happening and why lights are more effected.
Gotta learn to slow enough so that your mech makes contact with the slope then accelerate so you can run on it, not shoot over it. Run as fast as you want over any 90 degree drop, it will have no difference.
Gotta learn to slow enough so that your mech makes contact with the slope then accelerate so you can run on it, not shoot over it. Run as fast as you want over any 90 degree drop, it will have no difference.
Actually, I would extend my legs, landing on the balls of my feet, bending my ankles and knees to absorb the impact. It's the body's natural shock absorber, and the bio-mechanic the leg structure of a mech is designed to replicate. Coupled with the neural helmet enhancing the mech's balance utilizing the pilot's own equilibrium as an integral portion of the shock absorbing system, taking leg damage in a high tech war machine is just silly.
Think about it for a second. If you design a vehicle to go up, you'd account for the impact of landing. Dirt bikes, monster trucks, main battle tanks.... all have the ability to take terrain at speed, launching themselves into the air, then have a cushioning shock absorber system for the landing. To take damage for 'falling' off of terrain at speed in something that should be built to withstand the rigors or all terrain combat is simply bad game mechanics implementation as PGI flails about attempting to mitigate pop-tarts.
#29
Posted 04 July 2014 - 10:07 AM
Helsbane, on 04 July 2014 - 09:16 AM, said:
Actually, I would extend my legs, landing on the balls of my feet, bending my ankles and knees to absorb the impact. It's the body's natural shock absorber, and the bio-mechanic the leg structure of a mech is designed to replicate. Coupled with the neural helmet enhancing the mech's balance utilizing the pilot's own equilibrium as an integral portion of the shock absorbing system, taking leg damage in a high tech war machine is just silly.
Think about it for a second. If you design a vehicle to go up, you'd account for the impact of landing. Dirt bikes, monster trucks, main battle tanks.... all have the ability to take terrain at speed, launching themselves into the air, then have a cushioning shock absorber system for the landing. To take damage for 'falling' off of terrain at speed in something that should be built to withstand the rigors or all terrain combat is simply bad game mechanics implementation as PGI flails about attempting to mitigate pop-tarts.
If you extended your legs and landed on the balls of your feet, you would adventually fall face first and cause worse damage because you have momentum going horizontally and feet stopping doesn't stop your body.
Correct, but they all have limitations, and the bigger they are, the less they can fall safely. Falling 10 meters, is quite a bit for a big robot. Drop a tank off a 3rd story building, see how that goes.
Edited by Bobzilla, 04 July 2014 - 10:08 AM.
#30
Posted 04 July 2014 - 10:18 AM
Bob, I grew up in eastern Kentucky playing tag in an old strip mine. Jumping off things taller than me at a full run was all just part of the game. If you couldn't stick the landing and keep moving, you lost.
The same basic feature should apply to mechs to some degree. Another solution could be adding a feature you could install on legs that increased the shock absorbing capacity, say taking up one slot and weighing between .25 and 1 ton as you move up the weight scale for mechs.
The same basic feature should apply to mechs to some degree. Another solution could be adding a feature you could install on legs that increased the shock absorbing capacity, say taking up one slot and weighing between .25 and 1 ton as you move up the weight scale for mechs.
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