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Time To Tweak Fall Damage For Lights Again


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#1 Darian DelFord

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Posted 06 May 2015 - 04:09 AM

Using my Oxide without JJ and with the Shock Absorber Mod I am still losing 2 to 5% of my leg armor for little falls at speed. This needs to be adjusted ESPECIALLY for lights with no damn JJ's. And why is it anytime a mech bumps into you you automatically take LEG damage? This also needs to be addressed.

Now that I think about it. Has anyone confirmed that the mod is actually working?

#2 Joseph Mallan

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Posted 06 May 2015 - 04:20 AM

Falling damage
(tonnage/10)* distance falling

or

Ramming damage
(tonnage/10)* distance running

Light mechs don't have much armor.

#3 Nothing Whatsoever

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Posted 06 May 2015 - 04:28 AM

They could use a minor tweak with Fall Damage, but sometimes its terrain that causes an accelerated freefall when the fall damage formula shouldn't be possible to trigger.

And the Oxide simply needs JJs like the other Jenners. At least three JJs max would be nice, and it has the fewest hardpoints anyway.

#4 Darian DelFord

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Posted 06 May 2015 - 12:14 PM

View PostPraetor Knight, on 06 May 2015 - 04:28 AM, said:



And the Oxide simply needs JJs like the other Jenners. At least three JJs max would be nice, and it has the fewest hardpoints anyway.


Dunno about JJ's I am still a Quirk internal structure and Armor of the CT for all Jenhers. However adding JJ's to the oxide would help but the problem is its already almost impossible to get more than 5 tons of ammo for anything in that mech.

#5 Kenyon Burguess

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Posted 06 May 2015 - 12:17 PM

jj free mechs have to be driven with care, instead of flying off of a cliff or building, you turn and cruise down the length of the face at an angle. it saves you on wear and tear. I learned this the hard way grinding thru locusts. if anything id like to see ramming damage increased. last hurrah into the ct of a dying assault when your out of ammo would be nice

Edited by Geist Null, 06 May 2015 - 12:18 PM.


#6 Clit Beastwood

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Posted 06 May 2015 - 12:19 PM

Works fine for me - I use it on my oxide and locusts... though I rarely need it, I just plan my routes accordingly.

#7 Rhent

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Posted 06 May 2015 - 12:19 PM

Because the dev's nerfed JJ's down due to their inability to build good weapon systems, they put falling damage into the game to give you a reason to have JJ's. Its a bad system, but it is what it. Welcome to modern game development, where game mechanics take a far back seat heck its actually in the trailer now to graphics.

#8 FupDup

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Posted 06 May 2015 - 12:22 PM

View PostRhent, on 06 May 2015 - 12:19 PM, said:

Because the dev's nerfed JJ's down due to their inability to build good weapon systems, they put falling damage into the game to give you a reason to have JJ's. Its a bad system, but it is what it. Welcome to modern game development, where game mechanics take a far back seat heck its actually in the trailer now to graphics.

Wasn't the objective of falling damage to be a soft nerf to toaster pastries?

#9 Lord Perversor

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Posted 06 May 2015 - 12:24 PM

View PostPraetor Knight, on 06 May 2015 - 04:28 AM, said:

They could use a minor tweak with Fall Damage, but sometimes its terrain that causes an accelerated freefall when the fall damage formula shouldn't be possible to trigger.

And the Oxide simply needs JJs like the other Jenners. At least three JJs max would be nice, and it has the fewest hardpoints anyway.


Also PGI fall systems takes a whole 1-2 secs minimun to reset the fall speed thus quick sucession of small falls counts as a huge one and the damage increases exponentially when the mech should take 0 damage at all from each of those falls.

#10 C E Dwyer

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Posted 06 May 2015 - 12:24 PM

Don't use shocks on my Comando's or Oxide I look where i'm going


But then coupled with your call to nerf heavy agility, you just want lights, which are already very powerful, ton for ton, to be the gods on the battle field

#11 Darian DelFord

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Posted 06 May 2015 - 12:41 PM

View PostCathy, on 06 May 2015 - 12:24 PM, said:

Don't use shocks on my Comando's or Oxide I look where i'm going


But then coupled with your call to nerf heavy agility, you just want lights, which are already very powerful, ton for ton, to be the gods on the battle field



yeah we are gods alright , gods who get taken out of the match with 1 alpha from just about any heavy or assault. Go back to your cave Steiner ;pp

Fall damage does need to be decreased and damage to the legs needs to be reworked just because some idiot runs into you right out of the gate. How many lights pilots have had their legs damaged at the spawn point simply because of the cramped quarters of some of the spawns. Forest Colony comes to mind.

Edited by Darian DelFord, 06 May 2015 - 12:44 PM.


#12 jlawsl

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Posted 06 May 2015 - 01:03 PM

Just a rhetorical question: Why should any mech 20-100 , going form 48kph to 170kph be able to fall 3-4-5 times+ its own height, which can be measured in building story increments, and not take damage when not using jump jets to slow it down? Thats like saying a Harrier or any other vtol aircraft should, in theory, take no damage if it just cuts its engines in mid air, 100ft+ up in the air.

Or for that matter, mechs don't take damage for ramming something head on at any reasonable combat speed. A Jenner(especially) or any other mech(especially light) that runs into a wall/outcrop/tree at even half their max speed and face hugs it up, would incur a massive amount of front end damage. Especially the mechs who's cockpits are forward like the timberwolf, catapult, jenner, etc.

Legs are kind of a weird thing to damage if they aren't the areas that impact another mechs. But that is done, probably, for simplicity sake.

I think collisions in this game are extremely liberal in the leeway given in terms of damage. While it still gives me a gut wrenching feeling when my King Crab or the like takes a fall off of something like the platform on Therma, into the hot lava, I am just glad it doesn't slag both legs.

Edited by jlawsl, 06 May 2015 - 01:07 PM.


#13 Quicksilver Aberration

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Posted 06 May 2015 - 01:03 PM

View PostFupDup, on 06 May 2015 - 12:22 PM, said:

Wasn't the objective of falling damage to be a soft nerf to toaster pastries?

It was, but then all the "sim" players complained that this needs to be in effect for all mechs because mechs falling 10 stories with no damage was silly. Then again, giant stompy robots with melee weapons is pretty silly itself.

Regardless, between the thrust nerfs, the heat nerfs, and the PPC nerfs, the famous toaster pastries suffered defeat. The fall damage was almost negligible as a nerf to the poptarts and certainly hasn't stopped them but has definitely made having that one JJ essential to avoiding fall damage effectively nerfing ground pounders more. So I'm going to say that fall damage ought to be removed since it failed to do what it set out to do and seems to be in the game for reality's sake and nothing else since it doesn't add any depth gameplay wise.

#14 Deathlike

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Posted 06 May 2015 - 01:06 PM

TBH, at around the same time the fall damages changes were, the Shock Absorbance module was nerfed at the same time.

You are better off asking for a buff in that area instead.

#15 Cyborne Elemental

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Posted 06 May 2015 - 01:09 PM

It needs to be based on what your actual velocity is, and not how many seconds you were floating.

#16 jlawsl

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Posted 06 May 2015 - 01:26 PM

View PostDeathlike, on 06 May 2015 - 01:06 PM, said:

TBH, at around the same time the fall damages changes were, the Shock Absorbance module was nerfed at the same time.

You are better off asking for a buff in that area instead.


I agree with this. The Shock Absorbance module isn't something that many people go to a lot when picking modules.

As for "sim" playing, if we don't keep to some sense of balance or even the tt, then what's the point? Might as well make a generic mech, with a mutable size, generic hardpoints, infinite ammo and no heat. Those are all things that annoy a lot of players, but they are put in the game for balance. Jump jets, on a lot of mechs, can be put on as an afterthought, especially if you are only mounting a few. They may not work the best in all situations, but they give a third degree of movement and maneuverability that non-equipped mechs don't have.

I feel stupid when I jump too high and don't time it right, then take damage on the landing. But I never thought that jump jets were weak or a liability.

#17 Y E O N N E

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Posted 06 May 2015 - 02:36 PM

The problem is sticky terrain, which sometimes just eats your legs for no reason at all. Wasn't falling, just got stuck in the ground and jiggled free at the cost of 10 points or armor or so.

That said, fall damage is fine. Was fine even before quirks happened and gave my Locusts Spider armor on the legs, and it's even more fine now. In fact, it's so fine that I don't even think twice about leaping over small cliffs that I know will do some damage.

#18 Quicksilver Aberration

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Posted 06 May 2015 - 02:45 PM

View Postjlawsl, on 06 May 2015 - 01:26 PM, said:

As for "sim" playing, if we don't keep to some sense of balance or even the tt, then what's the point? Might as well make a generic mech, with a mutable size, generic hardpoints, infinite ammo and no heat.

This is a slippery slope argument with a little bit of strawman mixed in. There is a BIG difference between Mechwarrior without fall damage and NH/UA generic warrior.

#19 bad arcade kitty

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Posted 06 May 2015 - 02:53 PM

with a more realistic physics heavies should take more serious damage.. and it should be the internal damage, not damage to the armor

#20 Ph30nix

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Posted 06 May 2015 - 04:00 PM

i had a video i did and some screen caps showing my mech at a complete standstill yet it the falling indicator was going nuts. as soon as i took a step my legs pretty much vaporized.

This has happened on multiple maps in multiple locations. I know i submitted the screenshots before but not the video, i might have to hunt it down if for nothing other then a laugh.





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