

Cute Fox Takes Twice As Much Fall Damage As The Cheetah. Fall Damage Working As Intended™
Started by Mcgral18, Jan 21 2016 05:01 PM
Balance BattleMechs Gameplay
53 replies to this topic
#41
Posted 27 January 2016 - 01:18 AM
Fall damage calcs should *obviously* be based on mech tonnage, not leg internal structure. DERP PGI, DERP.
Fix pls. If its too difficult to fix (rolls eyes) then swap all leg structure quirks for armour quirks as a bandaid.
Fix pls. If its too difficult to fix (rolls eyes) then swap all leg structure quirks for armour quirks as a bandaid.
#42
Posted 27 January 2016 - 02:08 AM
I would just like to take a moment to thank Mcgral18 and any other pilots who examined this. I'm really shocked that fall damage was ever multiplied by IS (why not even Speed/IS-fudge?), but it really warms my heart that there are people doing maths and science on my behalf to find these bugs.
Kitfoxes will sing your name to the skies!
Kitfoxes will sing your name to the skies!
#43
Posted 27 January 2016 - 02:31 AM
Khobai, 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
only light mechs without jumpjets that get leg structure quirks need fixes
Sometimes, you need to hold the jets long enough to get the altitude you need that there is no fuel to cushion the landing. Other times you try to make a long / high jump and don't quite make it. Taking dmg from these mistakes is fine, but what is meant to be a buff (leg structure) shouldn't actually be a nerf as well. It makes no sense that sturdier legs blow up faster, fall dmg should OBVIOUSLY be a function of mech tonnage, not leg structure.
#44
Posted 27 January 2016 - 03:26 AM
At least we'll get a new clan pack...
#45
Posted 27 January 2016 - 06:07 AM
Widowmaker1981, on 27 January 2016 - 01:18 AM, said:
Fall damage calcs should *obviously* be based on mech tonnage, not leg internal structure. DERP PGI, DERP.
Fix pls. If its too difficult to fix (rolls eyes) then swap all leg structure quirks for armour quirks as a bandaid.
Fix pls. If its too difficult to fix (rolls eyes) then swap all leg structure quirks for armour quirks as a bandaid.
One of the many unintended consequences of Quirks.
My bandaid suggestion works, but true, not the most efficient if it's a quick fix to the fall damage code itself, of which I'm not aware of.
#46
Posted 27 January 2016 - 05:03 PM
A new bug has been uncovered: Leg Armour Quirks aren't protecting against Crits, apparently. At least they don't increase fall damage, and the HP seems to be working, just the Crit calculation itself is avoiding it.
Only explanation I have.
Otherwise, similar results, in line with everything.
I guess I should actually report that bug.
Session B BlackJack Vitric Forge 57 M/s 1 2 3 4 5 Armour Broken 6 7 58 M/s? Eh? 8 9 Also 58, broken leg but not dead 10 Dead, 43M/s due to missing HoverJets™ Vindi Vitric Forge 57-58 M/s 1 2 3 4 5 6 7 8 9 10 11 12 Note: "Right/Left Leg "Critical Damage" while still armoured; WTF?! 13 Armour Gone ^^? Slightly Broken Quirk? 14 15 16 17 Dead Session C Vitric Forge BJ 57-58M/s 1 2 3 4 5 Armour Gone 6 7 8 9 10 Dead Vindi 57-58 M/s 1 2 3 4 5 59 M/s 6 7 8 9 10 11 12 Again, "Critcal Damage" warning while still armoured, seems it bypasses Leg Armour quirks? No visual damage, so calculation error for Crits 13 Armour Gone 14 15 16 17 Dead
Only explanation I have.
Otherwise, similar results, in line with everything.
I guess I should actually report that bug.
Edited by Mcgral18, 27 January 2016 - 05:04 PM.
#47
Posted 28 January 2016 - 09:51 PM

#48
Posted 28 January 2016 - 09:56 PM
Quicksilver 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.
Nothing to do with realism, I like the mechanic because it adds some depth to piloting the mech and punishes people for making poor JJ judgements. Granted, JJs need to be fixed finally, the only ones even working anywhere near 'okay' being medium class. :\
As for the OP though, yeah it sucks pretty bad. The mechanic wasn't set up to adjust for quirks, its working based off the base amounts and causing mechs that should be taking lots of leg damage (Cheetah) from the constant JJing barely take fall damage which is why I see them JJ and drop all over the place.
#50
Posted 28 January 2016 - 10:43 PM
GREAT SUCCESS!
#51
Posted 28 January 2016 - 11:16 PM
+1 well done
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