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Lights And Leg Damage


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#21 Vactus

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Posted 08 November 2012 - 09:02 AM

View PostGioAvanti, on 08 November 2012 - 08:57 AM, said:



Dude people like to min max and cut leg armor and all kinds of crazy stuff so its worth it to ask....

PS - did you actually miss my major point? or are you just in a bitchy mood?


I skipped your point because if it is a speed issue, then I'm not going to stay at *insert speed here* because speed is life for a scout. I was referring to your P.S. which had already been questioned earlier in the thread. Of course people like to min/max, but as a light pilot there isn't much reason to skim on armor unless you absolutely need too. XL, DHS, FF, ES. Makes maxing armor on a -D fairly easy.

#22 Agent of Change

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Posted 08 November 2012 - 09:11 AM

View PostScreech, on 08 November 2012 - 09:01 AM, said:

Fair enough. I am willing to admit they might have over done it, I only played about 20 matches since patch and honestly didn't notice it being that bad. I just think falling damage makes it seem more like a simulator then what Hawken seems to be about. But this should be more about 2+ story falls and such.

I am probably in the minority though, heck I want steep inclines to slow you down and damage from collisions. Imagine the ***** storm that would cause if implemented.


I am in full agreement with you on all points.

#23 WardenWolf

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Posted 08 November 2012 - 09:15 AM

I don't play lights, so I can't directly comment on the impact there, but I had noticed that a couple of patches ago (the one right before open beta, I think) I suddenly *stopped* taking the damage that used to be there on short falls. I pilot Atlases, and if I walked down too steep an incline and slipped I'd take leg damage when I landed - and it made sense. That all went away for a while, and now seems to have returned. *Maybe* it is coming back too strong, or maybe people just got used to it not happening. I don't know which, but *some* level of damage for things like that is appropriate. Walking over a car, though? No - that shouldn't be a big deal... so maybe it needs to be toned down a little.

Also, to any light mech pilots who started playing at Open Beta, beware: collisions and knock-downs were in the game, got removed so they could work on some related bugs, and *are* coming back. When they do, that will make your jobs a lot more challenging. Think of yourselves as on 'easy mode' at the moment ;)

#24 Krivvan

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Posted 08 November 2012 - 09:30 AM

View PostVactus, on 08 November 2012 - 08:41 AM, said:


My Jenner uses full armor. All 224pts of it. It's not a lack of armor issue, or did you miss that part? It's an issue with trying to do our jobs as light scouts/harassers and losing a limb for it.


You can do your job easily without losing a limb. The damage right now for fall damage is tiny, even a small hit turns it yellow. This damage is close to what it was before the game broke and gave us virtually no fall damage.

Basically, get used to things like this, because it's going to get harder and harder for light mechs, as it should be.

#25 paladin yst

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Posted 08 November 2012 - 09:46 AM

Quote

You are moving too slow, crank it up to 120+ KPH and use the lag shield.


Sry is the legshield or lagshield ure talking about lol, coz that leg cant shield much of the terrain with crazy jj here and there

#26 Thirdrail

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Posted 08 November 2012 - 02:52 PM

Yes, I hope Piranha fixes this sooner rather than later. The current system is just silly. You can take leg damage running over the slightest little hills, much less actual falling.

I can't imagine they're not working on this, though. It's extremely noticeable the minute you get into a light, or even a fast medium. (I noticed it on my Jenners, but it was when I damaged the legs on my new Cicada by running over a bump that was maybe 1/3 the height of my mech that I decided it was time to come lodge an official comment on the subject.)

#27 AlexEss

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Posted 08 November 2012 - 02:56 PM

Meh falling i can handle.. the splash damage from a thousand angry LRMs on the other hand is a killer on the legs... but it is better then to have it on the head.

#28 Aquilus

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Posted 08 November 2012 - 02:56 PM

This happens consistently to me as well, when running dropping even the smallest amount at high speed. It's rather ridiculous when you're trying to scout and your leg armour can be just from running (no jumpjetting).

#29 The Echo Inside

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Posted 08 November 2012 - 04:32 PM

Not really sure what's going on with this, but just some thoughts based on the descriptions...

If it's speed based, you could relate this to the Myomer's limitations. E.g. A light 'mech that goes faster than 103KPH exceeds the capabilities (likely tensile strength, and so an intensive property, based on working description) of the material and so is receiving damage when it operates above that. However, this wouldn't seem to make a lot of sense, just based on the size of engines that are available (for lights, and larger 'mechs). Especially as the forces involved would mean the threshold for largers/heavier 'mechs would be reached at lower speeds (I believe, using this reasoning, it would be directly proportional. So basically a 'mech at double the weight would reach the threshold at half the speed. So 35 tons at 103KPH, would mean a 70 ton at 51.5KPH).

If we assumed it was a matter of fall damage, a light 'mech should actually receive far less damage than larger 'mechs, due to how momentum works, which is definitely directly proportional. (E.g. A 35 ton 'mech falling 1 meter would receive half the force/damage of a 70 ton 'mech falling 1 meter.) Which would mean that the amount of armour on the legs is unlikely to be a factor in seeing a visible representation. Unless you consider it being a matter of compressive strength (extensive property), in which case, a double the weight 'mech would require double (assuming directly proportional compressive strength, which is incredibly unlikely, for a lot of reasons I won't go into, but for simplicity) the reinforcement just to receive the same damage as a light.

And considering with our current day technology, 50 ton vehicles can make ramping jumps of at least a meter without damage, and bipedal walking is basically a series of controlled falls, I'd think the 'mechs should do fine walking over cars/rocks/etc.

So, I'd say either physics is taking a dirt nap after being hit with a gauss round, or this should be reported as a bug/is in need of adjustment.

For fun, the jumping tank mentioned:






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