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Structure Quirks On Legs Increase Fall Damage
Started by Mcgral18, Sep 11 2015 03:16 PM
7 replies to this topic
#1
Posted 11 September 2015 - 03:16 PM
Due to how the fall damage is calculated...starting Internal Structure for the legs...the Summoner kinda gets shafted for fall damage (as do many mechs on the live server).
It's pretty significant as well. Summoner Primer legs (+0) take roughly 16 jumps to deplete legs of armour from a flat location (Crimson lake).
Put the B legs on, and that adds 60 structure. It now only takes 8 jumps on the same mech, in the same location, to deplete armour.
Either add Armour quirks to prevent that (also better in every sense), or fix the fall damage formula. Take the pre-quirk structure, for example.
It's pretty significant as well. Summoner Primer legs (+0) take roughly 16 jumps to deplete legs of armour from a flat location (Crimson lake).
Put the B legs on, and that adds 60 structure. It now only takes 8 jumps on the same mech, in the same location, to deplete armour.
Either add Armour quirks to prevent that (also better in every sense), or fix the fall damage formula. Take the pre-quirk structure, for example.
#2
Posted 11 September 2015 - 03:33 PM
save some jumpjet fuel for landing so you dont take fall damage
but yeah I agree that the way fall damage is calculated needs to change. fall damage should be based on the tonnage of the mech not the leg structure.
but yeah I agree that the way fall damage is calculated needs to change. fall damage should be based on the tonnage of the mech not the leg structure.
Edited by Khobai, 11 September 2015 - 03:44 PM.
#3
Posted 11 September 2015 - 03:36 PM
If this is true, then I think PGI needs to fix the core mechanic instead of punish mechs with the Leg structure quirks.
I mean, Arctic Cheetah's in the live game already have leg structure quirks, does this mean they also take additional fall damage?
If so thats kinda lame.
I mean, Arctic Cheetah's in the live game already have leg structure quirks, does this mean they also take additional fall damage?
If so thats kinda lame.
#4
Posted 11 September 2015 - 03:39 PM
Khobai, on 11 September 2015 - 03:33 PM, said:
save some jumpjet fuel for landing so you dont take fall damage
Lol, you're trying to insinuate that jumpjets can even get you high enough to take major fall damage.
Maybe if we weren't at a constant 3g's, but not as it stands.
#5
Posted 11 September 2015 - 03:41 PM
Quote
Lol, you're trying to insinuate that jumpjets can even get you high enough to take major fall damage.
you can still use jumpjets if youre falling off a cliff. you dont necessarily have to have jumped.
and unless you have a bad habit of falling A LOT and forgetting your jumpjets every time the summoner isnt really getting shafted on fall damage.
however I can see how it would be unfair to mechs without jumpjets that also have structure quirks on their legs. hence why I suggested fall damage should be based on the mech's tonnage rather than its leg structure.
Edited by Khobai, 11 September 2015 - 03:46 PM.
#6
Posted 12 September 2015 - 04:53 AM
I haven't played the PTS, but the idea that falling does damage to armor at all seems strange to me; I think it should be the internals that get damaged from falling.
After all, falling is like putting stress on the bones of the 'Mech, not on the skin. Perhaps it should give damage directly to the internals, like MASC or overheating.
Just a thought.
After all, falling is like putting stress on the bones of the 'Mech, not on the skin. Perhaps it should give damage directly to the internals, like MASC or overheating.
Just a thought.
#7
Posted 28 September 2015 - 07:53 AM
SpiralFace, on 11 September 2015 - 03:36 PM, said:
If this is true, then I think PGI needs to fix the core mechanic instead of punish mechs with the Leg structure quirks.
I mean, Arctic Cheetah's in the live game already have leg structure quirks, does this mean they also take additional fall damage?
If so thats kinda lame.
I mean, Arctic Cheetah's in the live game already have leg structure quirks, does this mean they also take additional fall damage?
If so thats kinda lame.
PGI needs to buff or rework JJ or JJ mechs. I love the summoner, I love it deeply, but because of it's fixed JJ and how JJ aren't really useful in combat it's considered a week mech and I try as I might I can't push it to 1k damage. If JJ stay as they are you should have an option to take them off. Otherwise they need a rework.
Edited by Zweistein, 28 September 2015 - 07:56 AM.
#8
Posted 02 October 2015 - 09:49 PM
I have never agreed with making JJs removable on the Summoner, I think it's one of the defining traits of the 'Mech.
The problem is that JJs just don't work right. They should make a 'Mech like the Summoner really fly; high, quick and far!
The problem is that JJs just don't work right. They should make a 'Mech like the Summoner really fly; high, quick and far!
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