DrThunder Posted July 8, 2013 Share Posted July 8, 2013 It would be cool if the amount of damage your jump attack does is proportional to the distance you dropped. so if you fall really far it does a lot of damage. it would give a little more incentive to wall run and do more parkour. (I don't think this is a double post but if so sorry). Link to comment Share on other sites More sharing options...
Dtexas Posted July 8, 2013 Share Posted July 8, 2013 Would make more use of Excals super jump ability aswell. I agree. Link to comment Share on other sites More sharing options...
Caernarvon Posted July 8, 2013 Share Posted July 8, 2013 Can't count the number of times I dropped from high alt only to do measly damage. So yeah, would be nice. Link to comment Share on other sites More sharing options...
AluminumHaste Posted July 8, 2013 Share Posted July 8, 2013 Agreed. Link to comment Share on other sites More sharing options...
-Synapse- Posted July 8, 2013 Share Posted July 8, 2013 +1 Seems like a good idea. Link to comment Share on other sites More sharing options...
Keyza Posted July 8, 2013 Share Posted July 8, 2013 Yes please ! Link to comment Share on other sites More sharing options...
Nitrobudyn Posted July 8, 2013 Share Posted July 8, 2013 Hmm.. If falling speed were taken into account when calculating the damage, swing speed (normal melee attack) would have to be also, because they use the same physics laws. That would make haevy melee pointless because with very similar on-hit-damage, light melee is able to hit more often. Link to comment Share on other sites More sharing options...
Finch. Posted July 8, 2013 Share Posted July 8, 2013 +1 Link to comment Share on other sites More sharing options...
OoKeNnEtHoO Posted July 8, 2013 Share Posted July 8, 2013 Upvoted. Link to comment Share on other sites More sharing options...
DrThunder Posted July 8, 2013 Author Share Posted July 8, 2013 (edited) Hmm.. If falling speed were taken into account when calculating the damage, swing speed (normal melee attack) would have to be also, because they use the same physics laws. That would make haevy melee pointless because with very similar on-hit-damage, light melee is able to hit more often. If you were going to that level of detail, the heavy weapons have more mass behind them. mass times accelleration equals force, that is the "law of physic's" you are refering to. But for this I dont think you need to get that detailed, just if falling from height equal "X", damage equals 100 + "Y" % or something like that. it wouldnt have to be a lot, and you could have a cap saying that if you fall from any higher your speed does not increase because you have already reached terminal velocity. Edited July 8, 2013 by DrThunder Link to comment Share on other sites More sharing options...
Nitrobudyn Posted July 9, 2013 Share Posted July 9, 2013 If you were going to that level of detail, the heavy weapons have more mass behind them. mass times accelleration equals force, that is the "law of physic's" you are refering to. [...] With heavy melee we have high mass and low acceleration (due to high swing time). With light melee - low mass and high acceleration. I'm sure at some point, the output will be equal. Nevertheless, You are totally right - this is to much detail and +Y% is good enough :) Link to comment Share on other sites More sharing options...
PsychedelicSnake Posted July 9, 2013 Share Posted July 9, 2013 Shut up and take my +1. Link to comment Share on other sites More sharing options...
Fluffbane Posted July 9, 2013 Share Posted July 9, 2013 Agreeing because I've been thinking this myself, but then I do jump attacks off high ledges too much, and thanks to bad action movies just expect a massive, pavement-cratering shockwave. Link to comment Share on other sites More sharing options...
DrThunder Posted July 19, 2013 Author Share Posted July 19, 2013 basically got this with heavy impact. Link to comment Share on other sites More sharing options...
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