Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Talos Vagheitan
Ancient Exiles.
955
|
Posted - 2015.02.15 20:11:00 -
[1] - Quote
Or figure out a way to calculate weight of a Dropsuit weight and give fall damage respectively
Who cares what some sniper has to say.
CCP, let's push for the license of Dust/Legion on both current Gen consoles!
|
Mexxx Dust-Slayer
Fatal Absolution
317
|
Posted - 2015.02.15 20:13:00 -
[2] - Quote
Gravity is still OP. More deadly than most weapons. |
Derpty Derp
Dead Man's Game
795
|
Posted - 2015.02.15 22:41:00 -
[3] - Quote
I wouldn't vote against this, even though I rarely run light suits. It's as annoying shooting someone to low hp and chasing them to a drop, where they fall and suicide for 25 points, as it is being the person who could have escaped if they hadn't lost half their hp on a tiny little drop.
On the other hand, fat people have wind resistance. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
4967
|
Posted - 2015.02.15 23:28:00 -
[4] - Quote
Fall damage in general is too damn high. Same goes for collision damage between vehicles.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
One Eyed King
Nos Nothi
7864
|
Posted - 2015.02.15 23:31:00 -
[5] - Quote
I think fall damage should be 50% (even more maybe) for everyone.
It shouldn't ever kill you outright, especially from a 10 m fall, I don't care if you do have juts 1 hp.
A percentage still penalizes falls without inertia dampener, but doesn't cause any of the silly issues it does now.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
|
Grand Master Kubo
PIanet Express Smart Deploy
330
|
Posted - 2015.02.16 00:00:00 -
[6] - Quote
I think that an easy way to fix this is to make fall damage percentage based. A percentage of your total eHP is lost depending on the distance of the fall. Right now all suits take the same amount of damage if the fall distance is the same. |
Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
182
|
Posted - 2015.02.16 00:00:00 -
[7] - Quote
Derpty Derp wrote:
On the other hand, fat people have wind resistance.
=ƒÿé=ƒÿé=ƒÿé
48th Special Operations Force.
"As a team or alone, I dominate the battlefield."
|
Powerh8er
Negative-Feedback. Negative-Feedback
668
|
Posted - 2015.02.16 03:44:00 -
[8] - Quote
Scouts are less armored than the other suits ergo they should actually have more fall damage.
|
thehellisgoingon
MONSTER SYNERGY
202
|
Posted - 2015.02.16 04:18:00 -
[9] - Quote
Talos Vagheitan wrote:Or figure out a way to calculate weight of a Dropsuit weight and give fall damage respectively
My sentinel jumps from the mcc and won't die lolololol
My scout jumps a fence and falls to his death. Stil lololol |
TooMany Names AlreadyTaken
Going for the gold
742
|
Posted - 2015.02.16 14:02:00 -
[10] - Quote
Your idea should apply to heavies, as they are far more sturdy.
Found my favorite DJ - ATB
|
|
shaman oga
Dead Man's Game
4027
|
Posted - 2015.02.16 14:20:00 -
[11] - Quote
go for 90% less fall damage.
Some have luck, some have money, trading is not a crime.
Minmatar omni-merc
|
Finn Colman
Immortal Guides Learning Alliance
146
|
Posted - 2015.02.16 16:24:00 -
[12] - Quote
A list of collisions that cause too much damage.
- Vehicle - Vehicle
- DS (possibly LAV too?) - Environment (seriously, little taps take away more health than they should)
- Infantry (w/o inertia dampening) - Ground
Jack-of-most-trades, master of one.
|
Fizzer XCIV
Tal-Romon Legion Amarr Empire
2392
|
Posted - 2015.02.16 17:30:00 -
[13] - Quote
Remove fall damage altogether. It makes no sense that Dropsuits that can take 20-30 super space gun rounds would die from a 50m fall. The impact energy we absorb from a single SMG round is probably greater than the energy we would absorb from a 200m fall.
As it is, it only exists to justify the special effects of inertia dampeners. There is no real balancing factor to them, especially since they added auto-damps.
So just remove fall damage altogether. Let us jump off towers and just tuck and roll or smash into the ground, depending on what size of suit we are wearing.
Home at Last <3
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2497
|
Posted - 2015.02.16 18:52:00 -
[14] - Quote
Talos Vagheitan wrote:Or figure out a way to calculate weight of a Dropsuit weight and give fall damage respectively like it.
Fall damage should be nerfed globally but scouts should be like ninjacats: practically never take fall damage.
'Practically' here means no damage until you hit the velocity for the inertia damper to kick in, after that if the scout fails to press the button let'em splat and give'em a Darwin Award.
PSN: RationalSpark
|
Francois Sanchez
Prima Gallicus
258
|
Posted - 2015.02.16 21:06:00 -
[15] - Quote
Vrain Matari wrote:Talos Vagheitan wrote:Or figure out a way to calculate weight of a Dropsuit weight and give fall damage respectively like it. Fall damage should be nerfed globally but scouts should be like ninjacats: practically never take fall damage. 'Practically' here means no damage until you hit the velocity for the inertia damper to kick in, after that if the scout fails to press the button let'em splat and give'em a Darwin Award.
At the beginning I was laughing, but actually this idea is really good |
Buwaro Draemon
WarRavens
1046
|
Posted - 2015.02.17 00:31:00 -
[16] - Quote
You have a higher chance of surviving (or receiving less impact damage from a fall) having your whole body covered with heavy armor than if you would just fall in your casual clothing in real life do to the heavy gear absorbing most of the impact.
Even if this is a game and in the future, the same principles still apply.
Changes to Damage mods!
|
Finn Colman
Immortal Guides Learning Alliance
146
|
Posted - 2015.02.17 03:09:00 -
[17] - Quote
Buwaro Draemon wrote:You have a higher chance of surviving (or receiving less impact damage from a fall) having your whole body covered with heavy armor than if you would just fall in your casual clothing in real life do to the heavy gear absorbing most of the impact.
Even if this is a game and in the future, the same principles still apply.
You could also consider that scouts already have passive kinetic dampening on the bottoms of their feet, and sentinels also have kinetic dampening built into most of the suit. I think that only assaults lack such a reason to reduce fall damage, but I think everyone should have fall damage reduced from what it currently is.
Jack-of-most-trades, master of one.
|
Talos Vagheitan
Ancient Exiles.
976
|
Posted - 2015.02.17 03:47:00 -
[18] - Quote
Fall damage should just increase as the weight of the suit increases.
On that note, is there a reason fall damage effects your shields first instead of armor?
Who cares what some sniper has to say.
CCP, let's push for the license of Dust/Legion on both current Gen consoles!
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |