Currently, small mechs like the Spider and Jenner take leg damage almost every time they engage jump jets and don't land on a nearly flat trajectory. Falling almost absolutely requires jump jet use or you will leg yourself. Meanwhile, a Cataphract or Catapult easily falls quite far (jump jet-induced or not) without taking any damage to the legs.
This clearly violates the Square-Cube Law.
http://en.wikipedia....Square_cube_law
Any chance we can see this rearranged so that larger mechs take the proper damage that smaller mechs should actually be immune to?


Jump Jets, Mech Size, And Fall Damage
Started by Jay Raynor, Feb 08 2013 05:41 PM
5 replies to this topic
#1
Posted 08 February 2013 - 05:41 PM
#2
Posted 10 February 2013 - 04:29 PM
The trick is to reserve some fuel to slow your decent to prevent damage. if you fly high then you need more fuel to slow yourself down and not hit as hard. Larger mechs dont go as high, dont hit as fast, dont do as much damage.
The square cube law is not applicable here. you are talking about structural strength. Lighter mechs may not have to absorb as much force but dont have as much structure to do it and cannot deaccellerate the chassie over as far a distance as an Assult as their legs are far shorter and sacrifice strength for speed.
The square cube law is not applicable here. you are talking about structural strength. Lighter mechs may not have to absorb as much force but dont have as much structure to do it and cannot deaccellerate the chassie over as far a distance as an Assult as their legs are far shorter and sacrifice strength for speed.
#3
Posted 10 February 2013 - 05:03 PM
It still applies - if 100 tons of metal are crashing down, it's applying a lot more force than 30 tons, and if 30 tons is straining the material, 100 tons is still going to strain it even if there's more reinforcement.
I think his main gripe is that lights take leg damage constantly from just running around, and if you're jumping it only multiplies the issue. That being said, you only take like 1-2 points of leg damage, so it's not a huge issue, but it is pretty annoying seeing as lights already have low leg armor compared to others.
I think his main gripe is that lights take leg damage constantly from just running around, and if you're jumping it only multiplies the issue. That being said, you only take like 1-2 points of leg damage, so it's not a huge issue, but it is pretty annoying seeing as lights already have low leg armor compared to others.
#4
Posted 22 February 2013 - 03:27 PM
DerHuhnTeufel, on 10 February 2013 - 05:03 PM, said:
It still applies - if 100 tons of metal are crashing down, it's applying a lot more force than 30 tons, and if 30 tons is straining the material, 100 tons is still going to strain it even if there's more reinforcement.
I think his main gripe is that lights take leg damage constantly from just running around, and if you're jumping it only multiplies the issue. That being said, you only take like 1-2 points of leg damage, so it's not a huge issue, but it is pretty annoying seeing as lights already have low leg armor compared to others.
I think his main gripe is that lights take leg damage constantly from just running around, and if you're jumping it only multiplies the issue. That being said, you only take like 1-2 points of leg damage, so it's not a huge issue, but it is pretty annoying seeing as lights already have low leg armor compared to others.
It's a pretty huge issue for Spiders that have barely any leg armor to start. I don't own Spiders right now, this was something I discovered during the Spider trial. But you seriously almost have to be completely horizontal to not take any damage when jumpjetting. Even a 1 meter fall can damage the legs. Considering that the legs are typically the same materials, a Spider should resist fall damage better than an Atlas. That's just physics in action.
#5
Posted 22 February 2013 - 04:06 PM
Jay Raynor, on 22 February 2013 - 03:27 PM, said:
It's a pretty huge issue for Spiders that have barely any leg armor to start. I don't own Spiders right now, this was something I discovered during the Spider trial. But you seriously almost have to be completely horizontal to not take any damage when jumpjetting. Even a 1 meter fall can damage the legs. Considering that the legs are typically the same materials, a Spider should resist fall damage better than an Atlas. That's just physics in action.
Since last patch, fall damage for short distances is severely reduced, so now you don't take damage from running around anymore and far less from using JJ's.
Regards // Peter Parker
#6
Posted 22 February 2013 - 05:04 PM
Jay Raynor, on 22 February 2013 - 03:27 PM, said:
It's a pretty huge issue for Spiders that have barely any leg armor to start. I don't own Spiders right now, this was something I discovered during the Spider trial. But you seriously almost have to be completely horizontal to not take any damage when jumpjetting. Even a 1 meter fall can damage the legs. Considering that the legs are typically the same materials, a Spider should resist fall damage better than an Atlas. That's just physics in action.
it used to be that damage was based on velocity, it just happened to be that smaller mechs ran faster therefore took more damage more frequently.
Stringburka, on 22 February 2013 - 04:06 PM, said:
Since last patch, fall damage for short distances is severely reduced, so now you don't take damage from running around anymore and far less from using JJ's.
Looks like they change how the damage is calculated from absolute vector to just a vertical vector, might be some additional wiggle room added as well but I still regularly damage my mech climbing down hills.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users