

Garth: Tripping Damage On Fasties - When Is This Getting Fixed?
#1
Posted 27 December 2012 - 09:37 AM
It is my observation that this only happens (the tripping damage) when you break 110 but it is rather annoying that there seem to be two sets of rules for falling/tripping damage based on how fast you're going. I kind of get it because there is the whole physics thing involved and all of that. But can we dismiss this one part of realism for a better overall and balanced piloting quality of life?
#2
Posted 27 December 2012 - 09:42 AM
#3
Posted 27 December 2012 - 09:47 AM
#4
Posted 27 December 2012 - 09:47 AM
Funny bit is, we don't have anywhere near all the moving fast rules that TT has... If a light going that fast tried to pull some of the turns we are able to do they would fall flat on their face.
#5
Posted 27 December 2012 - 09:49 AM
#6
Posted 27 December 2012 - 09:51 AM
The problem is, though, that as a fast mech, you can't run Caldera without ripping half of your leg armor off just trying to avoid being shot at because you're going so fast that the slightest elevation drop or trip gashes you. One point of damage may not seem like a lot but it adds up fast. Like I said, I don't mind collision damage and the soon to be added falling damage and animatioin from it. But I despise little rocks making me stumble for no reason and the disparity between slows and fasts based on this mechanic.
#7
Posted 27 December 2012 - 09:56 AM
Trauglodyte, on 27 December 2012 - 09:51 AM, said:
The problem is, though, that as a fast mech, you can't run Caldera without ripping half of your leg armor off just trying to avoid being shot at because you're going so fast that the slightest elevation drop or trip gashes you. One point of damage may not seem like a lot but it adds up fast. Like I said, I don't mind collision damage and the soon to be added falling damage and animatioin from it. But I despise little rocks making me stumble for no reason and the disparity between slows and fasts based on this mechanic.
So... you would prefer that each time you run over those rocks the game randomly determines if you are going to trip and go skidding across the ground damaging some OTHER part of your mech and having to stand back up and get moving again? Because that is how it SHOULD work. Be glad they gave you easy mode and deal with it.
#8
Posted 27 December 2012 - 10:01 AM
#9
Posted 27 December 2012 - 10:02 AM
#10
Posted 27 December 2012 - 10:05 AM
Baby Bear, on 27 December 2012 - 10:02 AM, said:
I imagine the first week after collisions are back will be very much like this until everyone re-learns how to drive. lol
#11
Posted 27 December 2012 - 10:08 AM
#12
Posted 27 December 2012 - 10:11 AM
#13
Posted 27 December 2012 - 10:11 AM
#14
Posted 27 December 2012 - 10:16 AM
Trauglodyte, on 27 December 2012 - 09:37 AM, said:
It is my observation that this only happens (the tripping damage) when you break 110 but it is rather annoying that there seem to be two sets of rules for falling/tripping damage based on how fast you're going. I kind of get it because there is the whole physics thing involved and all of that. But can we dismiss this one part of realism for a better overall and balanced piloting quality of life?
Devs have said that this is a bug they haven't yet been able to root out. The game interprets fast movers as falling over small obstacles rather than running over them, causing the unnecessary damage. They know about it and are working on it.
#15
Posted 27 December 2012 - 10:21 AM

#16
Posted 27 December 2012 - 10:24 AM
Mercules, on 27 December 2012 - 09:56 AM, said:
So... you would prefer that each time you run over those rocks the game randomly determines if you are going to trip and go skidding across the ground damaging some OTHER part of your mech and having to stand back up and get moving again? Because that is how it SHOULD work. Be glad they gave you easy mode and deal with it.
for some reason this just made me think that someone should make a video of say a Cicada (mechus warpdrivus) zooming along a flat terrain ("meep meep!"), then zoom in on a small pebble along the road. cue the Cicada hitting said pebble and go spinning off into space with the little "ding" noise team rocket would make as they are blasting off again.
this should be how it works in game <nods>
#17
Posted 27 December 2012 - 10:28 AM
#18
Posted 27 December 2012 - 10:38 AM
Baby Bear, on 27 December 2012 - 10:21 AM, said:

Yeah totally, that lag shield thing? TOTALLY, ONLY aim issues. TOTALLY doesnt exist.
Totally
#19
Posted 27 December 2012 - 10:51 AM
Edited by Baby Bear, 27 December 2012 - 10:53 AM.
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