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Cute Fox Takes Twice As Much Fall Damage As The Cheetah. Fall Damage Working As Intended™

Balance BattleMechs Gameplay

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#21 Straker XL

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Posted 21 January 2016 - 07:02 PM

View PostQuicksilver Kalasa, on 21 January 2016 - 05:05 PM, said:

Or just remove fall damage because it never stopped poptarts anyway and can be painful when you get the ledge balloon bug, but I know, people want their realism.


Oh god, that bug is SOOOO frustrating! I get it all the time. Wanna jump up that hill? Uh oh, something's gone wrong! (land for -8% damage all to the legs)

#22 Mcgral18

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Posted 21 January 2016 - 07:08 PM

View PostKaeb Odellas, on 21 January 2016 - 06:58 PM, said:


I suppose they could also just change the formula to use the pre-quirk leg structure instead.


If that's possible, yes.

Though, I'd prefer Armour anyway...

#23 zudukai

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Posted 21 January 2016 - 08:22 PM

View PostQuicksilver Kalasa, on 21 January 2016 - 05:05 PM, said:

ledge balloon bug,

never have i experienced as much rage with MWO as i have through this bug. just OMFG SMH.

#24 Khobai

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Posted 21 January 2016 - 08:39 PM

arctic cheetah and kitfox both have jumpjets, why are you taking fall damage with them in the first place?

Quote

Though, I'd prefer Armour anyway...


PGI is very much aware of this anyway. They just havent redone the clan quirks yet. Only the IS quirks were redone. they just left the whole mech rebalance thing completely unfinished...

But the commando and locust both get +armor quirks on their legs for example.

Edited by Khobai, 21 January 2016 - 08:44 PM.


#25 Mcgral18

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Posted 22 January 2016 - 07:44 AM

View PostKhobai, on 21 January 2016 - 08:39 PM, said:

arctic cheetah and kitfox both have jumpjets, why are you taking fall damage with them in the first place?


Because it's hard to test fall damage without JJs, mainly.

Not all mechs with Leg Structure quirks have JJs, like the non jumping BJs, or the old LOLcust.


Those mechs cannot control fall damage.

#26 Bud Crue

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Posted 22 January 2016 - 07:51 AM

Does all this mean that the Black Jack, with all that extra structure, explodes on impact form a fall? Buff the Black Jack!

Just kidding of course. This is all really good stuff and explains a lot of what I have experienced but never understood in re falling and landing hard from a jump. Thanks.

#27 ReemusX

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Posted 22 January 2016 - 07:53 AM

I think the Arctic Cheetah also gets an extra 4 seconds out of bounds as well over other mechs...

because.... Arctic Cheetah

Edited by ReemusX, 22 January 2016 - 07:55 AM.


#28 Mcgral18

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Posted 22 January 2016 - 09:48 AM

View PostBud Crue, on 22 January 2016 - 07:51 AM, said:

Does all this mean that the Black Jack, with all that extra structure, explodes on impact form a fall? Buff the Black Jack!

Just kidding of course. This is all really good stuff and explains a lot of what I have experienced but never understood in re falling and landing hard from a jump. Thanks.


It would take double damage VS an unquirked 45 tonner, same issue as the Cute Fox.
Doubled Structure=Doubled fall damage


I just wish something would be done about it.

#29 Khobai

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Posted 22 January 2016 - 09:54 AM

blackjack also has jumpjets it shouldnt be taking any fall damage in the first place.

only light mechs without jumpjets that get leg structure quirks need fixes

#30 Mcgral18

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Posted 22 January 2016 - 10:04 AM

View PostKhobai, on 22 January 2016 - 09:54 AM, said:

blackjack also has jumpjets it shouldnt be taking any fall damage in the first place.

only light mechs without jumpjets that get leg structure quirks need fixes


BJ1X BJ1 DC

Neither jump

Then you've got the Marauders, among many heavies, which can not all jump.
Zeus cannot jump at all.


Fixing the issue entirely would be the better solution.

#31 Khobai

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Posted 22 January 2016 - 10:06 AM

Quote

Fixing the issue entirely would be the better solution.


ahahaha pgi fixing an issue. youre hilarious.

#32 Mcgral18

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Posted 22 January 2016 - 04:33 PM

View PostKhobai, on 22 January 2016 - 10:06 AM, said:

ahahaha pgi fixing an issue. youre hilarious.


Yeah...one can dream.

#33 Deathlike

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Posted 22 January 2016 - 05:59 PM

Poor Cute Fox.

Its scale is as bad as its legs.

Now only if we could fix the Mist Lynx...

:(

#34 Mcgral18

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Posted 22 January 2016 - 06:45 PM

View PostDeathlike, on 22 January 2016 - 05:59 PM, said:

Poor Cute Fox.

Its scale is as bad as its legs.

Now only if we could fix the Mist Lynx...

Posted Image


It's the most obscene comparison I could theoretically make, as it does take Double fall damage, with the 25% leg HP boost.
Summoner had a similar result, but by no means double Structure.


If there's another pair of jumping mechs with excessive structure quirks I could compare, let me know.
I guess that one Armour quirked Vindi VS the BJs, for a nearly identical result...but the Vindi would last longer, much longer...

I should get a Vindi...That one with +15 leg armour VS the +22 Structure (double) of the BJ.
Laughably, the 1X Vindi is the one that gets Structure quirks...what a sad robot.

Edited by Mcgral18, 22 January 2016 - 06:46 PM.


#35 oldradagast

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Posted 22 January 2016 - 07:26 PM

Yep... it is badly designed. Fall damage should be based on tonnage, speed, and distance. Basing it on the structural points within the leg makes no sense (at best) and creates nutty situations like this one (at worse.)

#36 Navid A1

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Posted 22 January 2016 - 09:53 PM

XML edits are OP i think.

#37 jjm1

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Posted 23 January 2016 - 12:08 AM

My take from this thread:

This game is complicated, it has lots of complexity, and it has some complications.

#38 Mcgral18

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Posted 23 January 2016 - 10:49 AM

View PostNavid A1, on 22 January 2016 - 09:53 PM, said:

XML edits are OP i think.


I can't guarantee that.
It's not listed on our end (from what I've seen).


Can it be changed to only take the pre-quirk leg structure? Maybe.
Making leg IS quirks into Armour quirks avoids the issue entirely.

#39 Mcgral18

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Posted 26 January 2016 - 10:22 PM

Bought a Vindicator for testing, similar results (as you'd expect)...just a tad more severe, because the Vindi gets ARMOUR quirks instead of Structure.

+15 A VS +22 IS

BlackJack Grim Portico
57 M/s
88 HP
 
1
2
3
4
5 Armour Broken
6
7
8
9
10 Dead
 
Vindi Grim Portico
57 M/s
81 HP
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14 Armour Broken
15
16
17
18
19 Dead


The same jumps from Armour Broken to Dead, 5, but one destroys 44 IS, while one only destroys 22.
Doubled fall damage clearly displayed.

I'll try a few more times later, hopefully RNGeesus agrees with me and gives me 10 Jumps VS 20...but not sure if the Math allows for it.


And no one had better take this as a Vindi OP, it's just to demonstrate the difference of Armour quirks VS Structure quirks in the Legs. Nearly twice the jumps for the Vindi, even though he has 7 less HP.

Edited by Mcgral18, 26 January 2016 - 10:24 PM.


#40 Deathlike

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Posted 26 January 2016 - 10:24 PM

View PostMcgral18, on 26 January 2016 - 10:22 PM, said:

Bought a Vindicator for testing, similar results (as you'd expect)...just a tad more severe, because the Vindi gets ARMOUR quirks instead of Structure.

+15 A VS +22 IS

BlackJack Grim Portico
57 M/s
1
2
3
4
5 Armour Broken
6
7
8
9
10 Dead
 
Vindi Grim Portico
57 M/s
1
2
3
4
5
6
7
8
9
10
11
12
13
14 Armour Broken
15
16
17
18
19 Dead


The same jumps from Armour Broken to Dead, 5, but one destroys 44 IS, while one only destroys 22.
Doubled fall damage clearly displayed.

I'll try a few more times later, hopefully RNGeesus agrees with me and gives me 10 Jumps VS 20...but not sure if the Math allows for it.


So...

An Enlightened Paul said:

Confirmed Vindicator OP
No more buffs needed






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