Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Sleepy Zan
Internal Error. Negative-Feedback
2048
|
Posted - 2012.12.13 23:49:00 -
[1] - Quote
Personally I believed falling damage could be lowered a bit all around, but with the scout suits lower health it doesn't take much height for a little fall to become life threatening. It makes perfect sense to me that scouts suits, being more agile and acrobatic than other suits, would be lighter on their feet than the other suits. I'm mostly just throwing around numbers here but I think (atleast) 50% resistance to falling damage is pretty reasonable for a scout.
Also to always be able to activate your inertia dampener by double tapping X would be a big improvement. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2012.12.14 00:33:00 -
[2] - Quote
makes sense. Worth considering. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.12.14 00:34:00 -
[3] - Quote
I'd support this kind of change. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.14 01:00:00 -
[4] - Quote
I totally agree, and would like the height for fall damage to be decreased. I'm tired of jumping down 3 feet and losing a huge chunk of HP. Defective scifi armor. |
Dissonant Zan
157
|
Posted - 2012.12.14 01:04:00 -
[5] - Quote
KAGEHOSHI Horned Wolf wrote:.Defective scifi armor. Exactly my thoughts |
Dissonant Zan
157
|
Posted - 2012.12.14 22:18:00 -
[6] - Quote
Would like to get some more opinions on this before I let it die. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2012.12.14 22:45:00 -
[7] - Quote
This post makes me sad.
The reason it does is that it's a post about tweaking the game balance that reveals how FAR away from its potential Dust514 is.
Gravity has been talked about as a fundamental mechanic on all these planets.
Where is it?
Why doesn't it affect fall damage in each suit type.
Run speed in each suit type.
Jumping height in each suit type. Low enough gravity and jumpjets might be a fittable option even.
High enough gravity and only heavy suits, mtacs and vehicles are viable on a playfield.
We are trying to twiddle game balance while we need core features to get in this game :( |
SickJ
French unchained corporation
48
|
Posted - 2012.12.14 22:54:00 -
[8] - Quote
It would make more sense for Heavies to take more fall damage, for obvious reasons.
Anyway aren't Scout suits supposed to be the 'ninjas' of this game?
They could at least put in an Inertial Dampener module that reduces fall damage. Kinda like when you spawn off the MCC except reusable/less powerful. |
Dissonant Zan
157
|
Posted - 2012.12.15 01:53:00 -
[9] - Quote
SickJ wrote:They could at least put in an Inertial Dampener module that reduces fall damage. Kinda like when you spawn off the MCC except reusable/less powerful. I've always liked the idea of always being able to use the inertia dampener. |
Reimus Klinsman
BetaMax.
320
|
Posted - 2012.12.15 02:02:00 -
[10] - Quote
Yeah. Fall damage is insane on scouts. It should be reduced being that they are far more nimbal and can dampen the fall easier. |
|
Vermaak Kuvakei
Doomheim
88
|
Posted - 2012.12.15 04:12:00 -
[11] - Quote
Last time I checked being nimble doesn't help a 20 foot fall |
SickJ
French unchained corporation
48
|
Posted - 2012.12.15 04:34:00 -
[12] - Quote
Vermaak Kuvakei wrote:Last time I checked being nimble doesn't help a 20 foot fall Neither does heavy armour, but Heavy suits take (relatively) less fall damage anyway.
|
Vermaak Kuvakei
Doomheim
88
|
Posted - 2012.12.15 04:47:00 -
[13] - Quote
SickJ wrote:Vermaak Kuvakei wrote:Last time I checked being nimble doesn't help a 20 foot fall Neither does heavy armour, but Heavy suits take (relatively) less fall damage anyway. It's relatively because of their overall higher heath but they take the same amount |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.15 04:56:00 -
[14] - Quote
Telcontar Dunedain wrote:This post makes me sad.
The reason it does is that it's a post about tweaking the game balance that reveals how FAR away from its potential Dust514 is.
Gravity has been talked about as a fundamental mechanic on all these planets.
Where is it?
Why doesn't it affect fall damage in each suit type.
Run speed in each suit type.
Jumping height in each suit type. Low enough gravity and jumpjets might be a fittable option even.
High enough gravity and only heavy suits, mtacs and vehicles are viable on a playfield.
We are trying to twiddle game balance while we need core features to get in this game :(
When did they say that? Last I heard, CCP said in fanfest that the gravity would start off standardized at first. I want varying gravity based on planet, and its effects, but its odd to be disappointed by the lack of this feature when game is still trying to refine general gameplay. Its not too early to suggest it, but it is too early to be disappointed by the lack of it. We can't have everything at once.
Also I'm pretty sure the beta is only taking place on 1 planet anyway; E-RPG 1 I think. |
Chosokabe Ite
Osmon Surveillance Caldari State
72
|
Posted - 2012.12.15 05:23:00 -
[15] - Quote
*Signed
These suits are made of space age metals, nano fibers, and nano hydraulics. The scout suit alone should give me the power to punch though a car door (how else is melee supposed to damage heavy suits?). Fall damage in general should be nerfed considerably. A second story drop shouldn't hurt me as much as a tactical sniper rifle. |
SickJ
French unchained corporation
48
|
Posted - 2012.12.15 19:40:00 -
[16] - Quote
Vermaak Kuvakei wrote:SickJ wrote:Vermaak Kuvakei wrote:Last time I checked being nimble doesn't help a 20 foot fall Neither does heavy armour, but Heavy suits take (relatively) less fall damage anyway. It's relatively because of their overall higher heath but they take the same amount Yes, that's what I meant. |
Vermaak Kuvakei
Doomheim
88
|
Posted - 2012.12.15 19:45:00 -
[17] - Quote
SickJ wrote:Vermaak Kuvakei wrote:SickJ wrote:Vermaak Kuvakei wrote:Last time I checked being nimble doesn't help a 20 foot fall Neither does heavy armour, but Heavy suits take (relatively) less fall damage anyway. It's relatively because of their overall higher heath but they take the same amount Yes, that's what I meant. Ah, I thought you said it takes more overall, which I've seen it doesn't |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2012.12.15 21:08:00 -
[18] - Quote
KAGEHOSHI Horned Wolf wrote:Telcontar Dunedain wrote:This post makes me sad.
The reason it does is that it's a post about tweaking the game balance that reveals how FAR away from its potential Dust514 is.
Gravity has been talked about as a fundamental mechanic on all these planets.
Where is it?
Why doesn't it affect fall damage in each suit type.
Run speed in each suit type.
Jumping height in each suit type. Low enough gravity and jumpjets might be a fittable option even.
High enough gravity and only heavy suits, mtacs and vehicles are viable on a playfield.
We are trying to twiddle game balance while we need core features to get in this game :( When did they say that? Last I heard, CCP said in fanfest that the gravity would start off standardized at first. I want varying gravity based on planet, and its effects, but its odd to be disappointed by the lack of this feature when game is still trying to refine general gameplay. Its not too early to suggest it, but it is too early to be disappointed by the lack of it. We can't have everything at once. Also I'm pretty sure the beta is only taking place on 1 planet anyway; E-RPG 1 I think.
It's very true we can't have everything at once.
However it would be a great way to experiment with different game speeds by varying the gravity on the various planets.
Some people find this game too slow or can't jump high enough etc.
|
Stile451
Red Star.
76
|
Posted - 2012.12.16 04:48:00 -
[19] - Quote
I don't have a huge problem with this but I like the idea of being able to turn on your inertial dampeners from any height for the few places where it is an issue for me. |
NovaShadowStorm
The Southern Legion
63
|
Posted - 2012.12.16 08:09:00 -
[20] - Quote
Well I suppose I'll have to be the black sheep of this thread but I like it how it is, more often than not when I'm running around as a scout I've either got a shotgun in my hands, or I'm trying to cap points, mobility is the scouts key point it outruns any other suit, and I've never yet fallen to my death in one despite how I run about and at times with a group of players chasing me, I do more often than not lose all my shields and perhaps a sliver of armour but the shields regen insanely fast on a scout suit with in a second or so. I'm not sure what you guys are jumping off to take such damage but if you do jump from a relatively high point you will get the inertia dampener option. Scout suits aren't made for durability they are made for speed, and low profile. My suggestion is either A) fit an armour repairer, B) fit shield extenders or C) fit shield regenerators, either the ones that increase regen or the ones that speed up the delay in recharging. |
|
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.16 13:54:00 -
[21] - Quote
Vermaak Kuvakei wrote:Last time I checked being nimble doesn't help a 20 foot fall Being nimble on its own might not, but nimble and skilled? Some of my friends can fall 20 feet and keep running.
Look up "parkour" sometime and see what you find. |
Sentient Archon
Red Star.
690
|
Posted - 2012.12.19 21:05:00 -
[22] - Quote
I approve! +1 |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1594
|
Posted - 2012.12.19 21:57:00 -
[23] - Quote
I prefer being able to use the inertia dampeners at any time. Not just have to wait four seconds of falling. But then again, considering the button for dampening is also the button for jumping, perhaps maybe a one second delay would be ok. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |