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Now that Operators retain Warframe momentum they should stop taking fall damage


HyokaChan
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2 minutes ago, PrVonTuckIII said:

You have temporary invincibility every time you switch to your Operator, mate. You won't be harmed.

This and Void Mode if you enter Operator Mode too early for the invincibility to be there when you meet the ground.  Operator's meant to be extremely squishy (though maybe a bit too squishy at this point)

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On 10/7/2017 at 2:07 PM, HyokaChan said:

Just put a pair of Longfall boots on 'im, that'll do the trick.

Fun fact, and yes, I'm gonna go off-topic here, but those long fall boots were put in due to players being unable to hand-wave Chell's survival of extremely long falls with not a scratch.  Those boots were added in solely to handwave how she couldn't take fall damage.  The power of the Magic Feather trope, sometimes...

And if you've played the Doom reboot (2016) and fall from an incredibly high height, you'll see 'impact compensation' at the top of the helmet, implying that Doomguy's suit has shock absorbers or are otherwise...well, compensating for the impact.

And Operators have neither of these things, they just have feather fall access and an otherwise extremely hard landing.

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It's the same as avoiding the 'hard landing' animation in the rest of the game, you either slide (which I find a little un-immersive, except that they're bio-mechanical) or use Aim Glide to soften the fall. In this case, while the Operator has a slide, they aren't mechanical or shielded, so the fall will hurt unless they soften it.

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