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Fall Damage


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#1 ecued

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Posted 26 July 2014 - 04:43 PM

for people who claim to be balancing the game you are sure doing a horrible job. lets forget about the fact that clan erlarge lasers can shoot from forest colony to alpine peaks. this new scale for leg damage you have implemented is fubar. on canyon just barely fell twice, not even from the top of the slope but that middle ledge, in m my locust. 6% leg damage in 2 falls.

honestly, i could care less if you create a game that every one drives the timberwolf and direwolf, but don't sit there and use balance as your excuse for not knowing enough about game play. this group has proven time and time again that they have no clue whats going on inside the game.

hell you don't have to believe me, just look at your own stats meter you implemented. lights constitute less then 10% of mechs on the map these days and thats because you can't drive one 10 feet before crippling yourself. good job team....as always.

#2 FupDup

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Posted 26 July 2014 - 04:47 PM

PGI certainly did go overboard with falling damage. I can totally understand somebody hurting their legs if they jump off the top of Candy Mountain in Alpine, but a few meters should not make any noticeable impact on a mech's legs. These robots are designed to be dropped from low orbit for god's sake.



#3 Joseph Mallan

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Posted 26 July 2014 - 04:50 PM

View Postecued, on 26 July 2014 - 04:43 PM, said:

for people who claim to be balancing the game you are sure doing a horrible job. lets forget about the fact that clan erlarge lasers can shoot from forest colony to alpine peaks. this new scale for leg damage you have implemented is fubar. on canyon just barely fell twice, not even from the top of the slope but that middle ledge, in m my locust. 6% leg damage in 2 falls.

honestly, i could care less if you create a game that every one drives the timberwolf and direwolf, but don't sit there and use balance as your excuse for not knowing enough about game play. this group has proven time and time again that they have no clue whats going on inside the game.

hell you don't have to believe me, just look at your own stats meter you implemented. lights constitute less then 10% of mechs on the map these days and thats because you can't drive one 10 feet before crippling yourself. good job team....as always.

tonnage/10*distance falling= Total damage. applied to the Mechs legs. So if you are running crazy fast and run into a "shin" high bolder, the same math applies. And you have little armor cause your armor is speed.

View PostFupDup, on 26 July 2014 - 04:47 PM, said:

PGI certainly did go overboard with falling damage. I can totally understand somebody hurting their legs if they jump off the top of Candy Mountain in Alpine, but a few meters should not make any noticeable impact on a mech's legs. These robots are designed to be dropped from low orbit for god's sake.



With retro rocket packs or in Cocoons.

#4 A banana in the tailpipe

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Posted 26 July 2014 - 06:26 PM

The JJ nerf, Fall damage, and LURM spam are the top 3 on my PGI is **** list currently.

All 3 severely degrade flow and fun of the game.

#5 Kadreal

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Posted 26 July 2014 - 06:26 PM

Yeah I slid down the steep side of candy mountain on alpine, and I lost all 24 points of armor on each leg on my commando and was left with yellow structure... seriously?

Edited by Kadreal, 26 July 2014 - 06:28 PM.


#6 Troutmonkey

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Posted 26 July 2014 - 06:41 PM

I think lights are seriously over affected by this fall damage. Considering the average % of light players is usually below 10% and sometimes as low as 1%, I think lights could do with a few good buffs, at least in the areas of JJs and fall damage.

Edited by Troutmonkey, 26 July 2014 - 06:41 PM.


#7 Impyrium

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Posted 26 July 2014 - 07:23 PM

People are forgetting that 'Mechs aren't human, and are in fact, many, many tons. That makes them heavy. Heavy things don't tend to fare well when they fall down. And you're NOT falling 'just a few meters', you're falling a good many meters. When ANY 'Mech, light or not, falls down the slopes of Alpine then I damn well expect their legs to be almost crippled.

All I'm seeing here are people that are refusing to adapt and play differently. People that aren't capable of steering their 'Mech away from slopes. The fact that I can still play all 'Mech classes, without ever having major difficulties with fall damage, means that your lights aren't crippled and are still fully viable. Fall damage really isn't that bad.

I will agree that lights take a large amount of damage from falling down large slopes. But then again, they're meant to be fragile. I don't want to see lights successfully acting like mountain goats.

#8 Sug

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Posted 26 July 2014 - 07:30 PM

Actually bought the shock absorb module for my Jenner and the difference is noticeable.

You hear that PGI? There's a module. That makes. A noticeable difference.

Somethin's not right...

#9 Joseph Mallan

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Posted 26 July 2014 - 07:52 PM

View PostKadreal, on 26 July 2014 - 06:26 PM, said:

Yeah I slid down the steep side of candy mountain on alpine, and I lost all 24 points of armor on each leg on my commando and was left with yellow structure... seriously?

Something called Abrasion I believe.

#10 Angel of Annihilation

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Posted 26 July 2014 - 08:44 PM

I am not having any trouble with fall damage for the most part. I used to practice JJ usage for hours in the training grounds and have always used the feather landing technique just because it felt like the right thing to do.

I guess I can see the issue on non-JJ lights though. Without JJs to cushion the landing when they take flight over any bump in the terrain, I can imagine the damage adds up quickly.

#11 Piney II

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Posted 26 July 2014 - 09:13 PM

When you use JJs, save some fuel for the descent.

The light drivers are feeling this worse, though. Maybe PGI needs to look at the scaling and adjust.

As for non JJ heavies /assaults jumping off of cliffs, you should expect to take damage from the fall.

#12 John1352

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Posted 26 July 2014 - 10:06 PM

The current state of fall damage, jumpjets and poptarting is idiotic. The last couple of changes have screwed over lights (especially non JJ ones) and jumping brawlers, and made the only two uses for jumpjets poptarting and fall damage avoidance.

Why is poptarting good? Because you jump in the air, expose yourself for ~1 second, put 30 damage onto one enemy component, and have plenty of fuel to cushion your landing. Fall damage is NOT going to fix it.

The solution is to make weapons not converge at any time when your mech is in the air. The spread can be small, i.e. every projectile usually hits an atlas at 400m, but instead of putting them all into one component, you hit the left arm, the left torso, the centre torso, and the right arm. This will not make much difference to jump brawlers, who are much closer and tend to spread out damage anyway.

Then, with poptarting nerfed, jumpjets can provide more thrust and fall damage's threshold velocity can be doubled, making jump brawling viable!

Probably not going to happen when the timberwolf and dragon slayer are only available for $$$ though.

#13 Nothing Whatsoever

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Posted 26 July 2014 - 10:53 PM

Fall damage don't bother me, but it be nice to advance more horizontal distance with Jump Jets.

#14 l33tworks

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Posted 26 July 2014 - 11:50 PM

View PostAUSwarrior24, on 26 July 2014 - 07:23 PM, said:

People are forgetting that 'Mechs aren't human, and are in fact, many, many tons. That makes them heavy. Heavy things don't tend to fare well when they fall down. And you're NOT falling 'just a few meters', you're falling a good many meters. When ANY 'Mech, light or not, falls down the slopes of Alpine then I damn well expect their legs to be almost crippled.

All I'm seeing here are people that are refusing to adapt and play differently. People that aren't capable of steering their 'Mech away from slopes. The fact that I can still play all 'Mech classes, without ever having major difficulties with fall damage, means that your lights aren't crippled and are still fully viable. Fall damage really isn't that bad.

I will agree that lights take a large amount of damage from falling down large slopes. But then again, they're meant to be fragile. I don't want to see lights successfully acting like mountain goats.


Actually this logic is entirely wrong.

First of all, just because something is "heavy" i.e many "tons" as you describe it, does not mean it cannot "fall down" without taking damage. Where did you get that idea from exactly? Just a hunch? That you seem to take as absolute fact, which somehow also applies to robots from the year 3050, in a fictional universe mind you?

Ok, even if we do apply current day real life physics knowledge to that idea, here is a 50 ton tank landing on hard ground from over twice its height without any jump jets or fall deceleration on earth, and mind you most MWO maps feel more floaty than earth in terms of gravity.



If a tank that is Waaaaaaaaayyyyyyy longer and wider than it is is tall, i.e flat in nature and thus very little room to absorb the impact, is made from nothing but still steel and has no advanced technology past basic springs, can fall from 2-3 metres and not take damage, what makes you think a 3050 humanoid mech with legs and knees and ankles and more advanced materials more akin to muscle than stiff steel cannot?

Also lets not forget that ground is not always hard, many times it is soft, especially if your landing with a small footprint such as a leg instead of you know, the a FLAT base of a tank. A mechs legs will dig into into the ground more and that will cushion some of the impact even more in addition to the the body, waist, legs, knees, ankles, moving down into the landing declaration gradually.

Lets get this straight again. Your telling me that a 3050 humoid robot, designed to fight and run over rough terrain, scratch that, not just designed, but designed specifically and especially for terrain management to be its speciality (thats the whole reason for mechs with legs over tanks remember), will take damage falling just a few metres on alpine onto snow or dirt? Its a pretty ludicrous claim to say the least.

Keep the Fall damage changes, dial it back by a signigicant margin how little of a height you have to fall off to take damage for light mechs.

For heavier mechs, do the same and increase this height as well by a bit, and also make damage transfer to the internal components rather than armour in general, cos you know how does armour take damage from a "fall" but it can take several gauss rifles or ac20 rounds. Its the internal structure that should be taking damage, and obviously a lot less than the numbers of damage it is taking now.

Edited by l33tworks, 26 July 2014 - 11:54 PM.


#15 Blackfoot

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Posted 27 July 2014 - 03:59 AM

The fall damage is ridiculous.

Anyone who pilots a JJ mech will tell you so.

Of course, you have all these others that talk about how "realistic" it is to have a mech fall not even its own height and turn the legs yellow, hell I've jumped down a slope before and burned JJ the whole way down and still damaged my legs even though I'm just hovering over the ground.

Its silly and makes me want to not even run JJ on any mechs. (which is something lights need IMO). Hell I can jump off my one story house roof and be just fine, but a multi ton war machine can't?(That they always seem in the novels to drop from space no less.)

Still, all of you "realist" enthusiasts realize you are playing a game that is in no way shape or form connected to reality?

#16 Monkey Lover

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Posted 27 July 2014 - 04:06 AM

Same thing happen to be a few games ago blackfoot. I jumped off the wall on canyon with two red legs. I burned my jj the whole time but when I hit the ground I died.

#17 StraferX

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Posted 27 July 2014 - 04:51 AM

I am sure we will see a cash option to fix this soon, like helper springs 50% off for 500 mc. I like the idea of no weapon convergence while in the air but that fubars my JJ ariel manuevers in close battles so we would need to place a range on that idea. I just don't understand that when i slide down a slope I get massive damage or get caught on an invisible stick I get yellowleg syndrome. It's not a 1930's robot this is a high teck mech that should have the inteligence to safely manuever/slide down a hill or pick its feet up. Pants on the Ground.

#18 keith

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Posted 27 July 2014 - 05:36 AM

the equation they used for fall dam is linear. if my memory serves me right, been a while, most equation for falling objects are non linear. meaning while 1-10 u should take almost no dam 11-20 some 21-+ most( assume falling distance).

#19 John1352

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Posted 27 July 2014 - 05:37 AM

In a close battle you are most likely going to spread damage anyway if you are using lasers, SRMs. The spread of the separate weapons would also be smaller up close, and get worse are your target gets further away.

#20 CMDR Sunset Shimmer

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Posted 27 July 2014 - 06:14 AM

View PostFupDup, on 26 July 2014 - 04:47 PM, said:

PGI certainly did go overboard with falling damage. I can totally understand somebody hurting their legs if they jump off the top of Candy Mountain in Alpine, but a few meters should not make any noticeable impact on a mech's legs. These robots are designed to be dropped from low orbit for god's sake.




Actually only if they are jump capable, OR if they're retrofitted with external "Drop Packs" which are like temporary jump jets that are useless after their fuel is used up.

So no, most of these mechs are NOT built with high level falls in mind.

I WILL however agree that fall damage is over done, and should be less punishing on lights. but the entire jumping/falling mechanics need a rework from the ground up really.





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