How Badly Did The New Fall Damage Scaling Ruin The Game?
#1
Posted 07 July 2014 - 06:05 PM
Everyone who responded seemed to hate the new anti-jump-sniper, fall damage, metrics.
What's your take on things?
#2
Posted 07 July 2014 - 06:07 PM
#3
Posted 07 July 2014 - 06:12 PM
I kind of hoped they would incorporate the gyros tumbling if you got hit with heavy fire while in flight. Would be nice to see poptarts falling on their faces.
#4
Posted 07 July 2014 - 06:18 PM
#5
Posted 07 July 2014 - 06:24 PM
#6
Posted 07 July 2014 - 06:24 PM
#7
Posted 07 July 2014 - 06:26 PM
#8
Posted 07 July 2014 - 06:27 PM
#9
Posted 07 July 2014 - 06:29 PM
FupDup, on 07 July 2014 - 06:07 PM, said:
Pretty much this. Did not accomplish the intended effect. Impocted non JJ mech more. I dont think it needs to be rolled back. Just made it way more forgiving to keep it somewhat 'realistic' and move onto the JJ heat mechanism.
As for how it has impacted me....hardly at all, JJ's or not. I adjusted in about 3 matched in my Scrow.
#10
Posted 07 July 2014 - 06:48 PM
Health dropped from 100% to 97%.
Normally, I think my legs would've taken 0.5% to 1%.
In other words, fall damage for non jump jet mechs might have tripled, while fall damage for jump jet equipped mechs stayed the same.
There's no "adapting" or avoiding the new fall damage without taking long unnecessary detours around sheer drops.
Having to take detours to avoid sheer drops further handicaps the mobility of non jump jet equipped mechs and gives jump snipers and jump brawlers a bigger advantage than they had pre patch release.
Jump jet equipped mechs are now the only mechs that can navigate sheer drops without incurring the additional leg damage penalties provided by the new patch.
In other words -- the patch was intended to nerf jump jets but instead nerfed mechs without jump jets.
Clarify. Explain to me how some of you claim to be "adapting" to those circumstances.
You're not making much sense.
.
#11
Posted 07 July 2014 - 06:54 PM
I Zeratul I, on 07 July 2014 - 06:05 PM, said:
Everyone who responded seemed to hate the new anti-jump-sniper, fall damage, metrics.
What's your take on things?
The damage scaling for lights is being fixed, any way. The rest i don't really care about Medium/heavies/assaults. They should take damage and it's fine - the lights took a bit much and that's being rectified.
#12
Posted 07 July 2014 - 06:57 PM
However I also see far less Lights. (Which may be changed according to Russ.)
#13
Posted 07 July 2014 - 07:00 PM
I Zeratul I, on 07 July 2014 - 06:05 PM, said:
Everyone who responded seemed to hate the new anti-jump-sniper, fall damage, metrics.
What's your take on things?
No idea...I've barely noticed it but only played last night since the patch update. Haven't run any lights either. Ran one game as a Timberwolf jumpsniper but I usually cushion my falls anyways so I didn't notice anything in that one game.
#14
Posted 07 July 2014 - 07:40 PM
#15
Posted 07 July 2014 - 07:42 PM
It greatly aggravated me as now running over some small ramps / hills causes unexpected leg damage, and jumping in a light through terrain brings lots of unexpected collateral damage.
#16
Posted 07 July 2014 - 07:45 PM
Edited by Vassago Rain, 07 July 2014 - 07:46 PM.
#17
Posted 07 July 2014 - 07:46 PM
A little bit too much for Mediums.
Just about right for Heavies.
Harsh but just about right for Assaults.
#18
Posted 07 July 2014 - 07:47 PM
It just makes altitude.... relevant. It's not bad at all. Don't think of it as a poptart nerf - think of it as something that should have always been in the game.
#19
Posted 07 July 2014 - 07:47 PM
#20
Posted 07 July 2014 - 08:31 PM
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