Poll: Remove fall damage from Jump Pads?

Discussion in 'Monday Night Combat PC Discussion' started by Im Hudson, May 18, 2011.

?

Uber Should Remove Fall Damage From Jump Pads

  1. Yes

    30 vote(s)
    88.2%
  2. No

    4 vote(s)
    11.8%
  1. Im Hudson

    Im Hudson New Member

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    Nothing Annoys me more than maps where jump pads are the ONLY alternative route of navigation and it costs money AND health to do so. Most annoyingly, it stops Regen.

    I think its unnecessary, and should be removed. Thoughts?
  2. OfficerFuttBuck

    OfficerFuttBuck Active Member

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    Or fall damage doesn't delay health regen for very long / at all.
  3. Vlane

    Vlane New Member

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    This problem only really exists on Uncle Tully's, and it's annoying as hell there.
  4. NeoCyberman

    NeoCyberman Active Member

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    I wish you were right. This occurs on Grenade 3 where a set of jump pads will sent you directly in front of the bot spawner cancelling out your regen. This hurts as a gunner.
  5. Z-UNIT

    Z-UNIT Active Member

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    dont use that jump pad then use the one that lands you on the walkway
  6. killien

    killien Active Member

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    Jumppadding on Tully's is usually annoying.
  7. Im Hudson

    Im Hudson New Member

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    :)
  8. zarakon

    zarakon Active Member

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    Agreed

    Seems like it should be possible via the same mechanism that disallows tank/gunner jets

    Having to wait an extra 10 minutes to regen your health as a gunner because of a little fall damage really sucks
  9. Rogueblades

    Rogueblades Active Member

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    ****.

    Yes.
  10. zarakon

    zarakon Active Member

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    Hell, I'd be in support of removing fall damage from the game altogether.
  11. DeadStretch

    DeadStretch Post Master General

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    That's actually not a bad idea. We all know fall damage itself is very insignificant, so that would hardly change the game.
  12. DelBoy

    DelBoy New Member

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    If fall damage was so insignificant, there wouldn't be a thread about this in the first place. :lol:
  13. killien

    killien Active Member

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    Eh, removing fall damage caused by a jumppad I'd be fine with
    Removing fall damage due to your own actions or the actions of another I'm not so sure about
  14. RayHanley

    RayHanley New Member

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    there's another reason i hope to completely remove fall damage from the game but i'll just go with the fact that most people seem to agree to it :D
  15. corducken

    corducken Member

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    From the heavy classes yes, but then it'd only exist for 3 1/2 classes so it might as well be scrapped.

    Heavy classes have good reason to not have fall damage. They're beefy and they have exoskeletons and armor that should absorb it, without damaging the occupant inside. While the tank regens fast enough to properly negate it, the gunner's regen is so god awful that removing little things that hinder it would be absolutely fantastic.

    I mean, he's even got the little hydraulics near his ankles doesn't he? Surely that would absorb the impact, not his fleshy legs.



    As far as jump pads go, they're kind of odd. So far they don't have a really good reason to have fall damage removed.


    In GrenADE III, you're either heading into enemy territory or into your base. For one you have turrets the other you're in great danger. It's an EXTREME short cut compared to moving by foot and the damage is miniscule. I would say it's an acceptable price to pay.

    In Uncle Tully's Funland, I'd prefer the long jump pad from the pens have their pathing altered entirely, perhaps back into the bounce pit or make them eject teams back into their base, perhaps only allowing each team to use a personal jump pad. This can be a means of escape and won't make using them a huge risk, especially since center arena supports will wreck your **** if you're stupid when using them. Either that, or make their arc not huge, because I abuse that all the time for free kills.


    They also lend some value to assault FLY and assassin passive with these effects.

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