ACU fall

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ACU fall

Postby Lieutenant Lich » 06 Jul 2016, 20:37

Original suggestion:
Spoiler: show
ACUs currently die after falling from a transport. Does not seem too logical, does it? So I was thinking that ACUs should survive falls from transports. How do I imagine this:
Transport dies. It flies forward. The moment the transport is dead, ACU opens a parachute, which cannot be damaged and units can pass through. It hovers down over 3 seconds when it can be shot by air units and AA. When it lands, it bends its legs as if squatting and then straightens them out into its normal position. The moment it touches the ground it becomes a land unit. But it does not lose any HP from the fall. Just continues with its task.
The chute can be used only once every 45 seconds. If it does not open because bad timing, ACU still lands but it loses 3k hp from the impact.
Oh, almost forgot. If the ground is not fit for landing, then let ACU float over to the closest LZ that fits. During that time, it still is an air unit and can be shot as such.


Edited (off Brink's and KeyBlue's ideas)
ACU falls and loses 75% HP if it is not with a shield. If it is with a shield, it loses the shield and 20% of health. Fall time is 2 seconds. On impact ACU bends legs, squatting, and then returns to normal. That's hard landing. If it occurs over a mountains where a unit cannot land - ACU dies, game over.
If it lands on water, then it loses 50% hp if without a shield. If with a shield, it loses 75% of the shield. When it falls on water, I suggest using the animation it currently has for when it is hanging in a transport because it is doing a pencil dive. On seabed it stands up normally. This is soft landing.


If you do not like of the suggestion, make units drop faster from transports.
Last edited by Lieutenant Lich on 06 Jul 2016, 23:03, edited 1 time in total.
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Re: ACU fall

Postby Bullydozer » 06 Jul 2016, 20:45

I think that would be rather OP since there would be a way smaller risk in doing comdrops.

This can also lead to players having their commander sitting in a patrolling transport to prevent tac/bomber snipes, and will have to be shot out of it before they are in any danger of those things.
Also, what chute can carry such a heavy object such as an ACU?
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Re: ACU fall

Postby Lieutenant Lich » 06 Jul 2016, 20:48

Bullydozer wrote:I think that would be rather OP since there would be a way smaller risk in doing comdrops.

Then people should prepare sufficient AA and/or defenses. If they do not do so - they deserve to be com dropped.

Bullydozer wrote:This can also lead to players having their commander sitting in a patrolling transport to prevent tac/bomber snipes, and will have to be shot out of it before they are in any danger of those things.

Arguable - shoot the transport with ASF, then send in strats. Or kill ACU while it is flying down.

Bullydozer wrote:Also, what chute can carry such a heavy object such as an ACU?

A chute the size of Czar, colored with the player's color.
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Re: ACU fall

Postby BenDover » 06 Jul 2016, 20:58

Acu dies after transport is destroyed is not logical however:
- invurneable chute is
- chute that lifts acu the size of 747 is
Also acu has 10k hp u need loads of asf to kill that in 3 sec, and this would make early drops completely risk free. Following that logic why not make scus behave same way load t3 trans full of rambos even late game that is so op I have no words. Very bad idea.

LichKing2033 wrote:Also, what chute can carry such a heavy object such as an ACU?
A chute the size of Czar, colored with the player's color.

Well that sounds just silly you can add this stuff to blackops not standard game.
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Re: ACU fall

Postby zeroAPM » 06 Jul 2016, 21:12

BenDover wrote:Acu dies after transport is destroyed is not logical however:
- invurneable chute is
- chute that lifts acu the size of 747 is


I have found the answer.
https://youtu.be/Tu2dKTDBgmY?list=PLhnc ... WQ-p&t=585
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Re: ACU fall

Postby BenDover » 06 Jul 2016, 21:17

zeroAPM wrote:
BenDover wrote:Acu dies after transport is destroyed is not logical however:
- invurneable chute is
- chute that lifts acu the size of 747 is


I have found the answer.
https://youtu.be/Tu2dKTDBgmY?list=PLhnc ... WQ-p&t=585

That looks like Planetary annihilation and thats where this mechanics belongs because nobody plays it.
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Re: ACU fall

Postby KeyBlue » 06 Jul 2016, 21:27

The only thing i would suggest is to let the ACU survive such drops.

ACU lands together with the falling transport and loses a big amount of hp. (for example 75% of max HP and 75% of max shield)
Maybe a little less when falling in water.(?)

Oh, almost forgot. If the ground is not fit for landing, then let ACU float over to the closest LZ that fits. During that time, it still is an air unit and can be shot as such.

Also no hovering like suggested. We don't want someone to hover accross half the map.
If its unusable terain. ACU should just die or get stuck.


All in all an ACU should be severily punished for dropping out of the sky. This will keep comdrops a risk without outright killing them.

PS: I'm not quite sure if this mechanic really needs changes as I feel that the ACU is already very strong. Fast transportation should stay high risk, high reward.
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Re: ACU fall

Postby Lieutenant Lich » 06 Jul 2016, 21:35

KeyBlue wrote:All in all an ACU should be severely punished for dropping out of the sky. This will keep comdrops a risk without outright killing them.

If it will survive it's fall - sure. I made changes to the suggestion, you gave me a very good idea.
Last edited by Lieutenant Lich on 07 Jul 2016, 03:46, edited 1 time in total.
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Re: ACU fall

Postby biass » 07 Jul 2016, 01:41

Cool idea for an unranked mod

For base? it's a get out of jail free card for careless play, so no thanks
Map thread: https://bit.ly/2PBsa5H

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Re: ACU fall

Postby Lieutenant Lich » 07 Jul 2016, 03:43

biass wrote:get out of jail free card

So you are saying that if you are in a transport which just went down it's a get out of jail free? Do not forget that:

1) Transports come out at T2, at least the ones that can carry commanders, so your foe most likely has T2 land/air and can assassinate a commander that just went down (corsairs, mercies, gunships, T2 tanks, MML, upgrades commander ffs, this list can go on).
2) When you play, you (or you and your team) control roughly half the map. Or you should, at least. That leaves another half your enemy's and there are definitely contested zones. If you get shot down there... landing in the midst of T1 spam with some T2... with <=5k hp... you are most likely dead, my friend...
3) There is terrain, such as mountains. Plenty of it on all maps. Going down over an impassable mountain = you are dead.
Don't complain about that which you aren't willing to change.

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