

Fall Damage
#1
Posted 26 July 2014 - 04:43 PM
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
Posted 26 July 2014 - 04:47 PM
#3
Posted 26 July 2014 - 04:50 PM
ecued, on 26 July 2014 - 04:43 PM, said:
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.
FupDup, on 26 July 2014 - 04:47 PM, said:
With retro rocket packs or in Cocoons.
#4
Posted 26 July 2014 - 06:26 PM
All 3 severely degrade flow and fun of the game.
#5
Posted 26 July 2014 - 06:26 PM
Edited by Kadreal, 26 July 2014 - 06:28 PM.
#6
Posted 26 July 2014 - 06:41 PM
Edited by Troutmonkey, 26 July 2014 - 06:41 PM.
#7
Posted 26 July 2014 - 07:23 PM
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
Posted 26 July 2014 - 07:30 PM
You hear that PGI? There's a module. That makes. A noticeable difference.
Somethin's not right...
#10
Posted 26 July 2014 - 08:44 PM
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
Posted 26 July 2014 - 09:13 PM
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
Posted 26 July 2014 - 10:06 PM
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
Posted 26 July 2014 - 10:53 PM
#14
Posted 26 July 2014 - 11:50 PM
AUSwarrior24, on 26 July 2014 - 07:23 PM, said:
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
Posted 27 July 2014 - 03:59 AM
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
Posted 27 July 2014 - 04:06 AM
#17
Posted 27 July 2014 - 04:51 AM
#18
Posted 27 July 2014 - 05:36 AM
#19
Posted 27 July 2014 - 05:37 AM
#20
Posted 27 July 2014 - 06:14 AM
FupDup, on 26 July 2014 - 04:47 PM, said:
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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