lurker: I think it's just a bad idea for a heavy unit in an atlas to get effectively thousands of damage from the transport dying. Spring does have fall damage, after all. Maybe you could boost it to be a couple hundred larger than the small death explosion, but I don't like instant death.
Evil4Zerggin: FWIW, won't changing this make commnapping a lot trickier?
Licho: we had this, was insanely OP..
CarRepairer: If it's OP, then I'm for finding a solution that problem before changing it. But I agree with lurker.
Saktoth: On comnapping, the atlas was made to fly higher specifically so that coms would die if they fell from it while alive. Pinball can deal huge amounts of damage, and on high HP assault units (even t1) its kinda hard to stop them ripping your base up.
Licho: Good luck patching engine .. just the pinball effect was doing most damage and there is no effective defense from it.. just pack pyros or tanks and set your factory wp to the middle of enemy base .. even if its shot in the middle it will do massive damage compared to what would that unit do on ground.
Licho: tbh people who didnt see it in game should have no vote here (that includes all of those voting no)
lurker: so if both pinball and fall damage are reduced a lot, would you be fine changing this? I agree that it's ridiculous for a dropped unit to do even a fraction of the damage it could do after a paradrop.
Licho: maybe.. but making the unit fall straight down would make little sense too.
Saktoth: Just reduce collision damage, both vs ground and vs other units, kplx. I want this for the entire game actually, even regular impulse usually just kills through collision and is more a weight-defined damage bonus. Of course, we could tack 0's onto the end of all DPS's and HP's to get this effect.