I see that this has quickly degenerated into a light mech vs every one else as many other collision/knockdown topics did before. The real issue is not about that but rather adding some much needed complexity to the game.
Dragonbowling was bad, but it was bad not because knockdowns are bad but rather the collision model of the Dragon was bugged. Fix the model and move on, if some other chassis proves too good or bad - fix that too and move on. Don't remove an entire gameplay aspect just because some were abusing a bug.
Lights getting knocked down by running into a heavy or assault? well yeah I would expect so if I make a mistake and run into a twice heavier and slower mech. My idea of a light mech is not running in between an entire lance and expecting to survive it but rather expecting to die from that mistake. Scouting, harassing, painting targets for LRM strikes and picking off damaged mechs is the role of the light class. Brawling with anything above your weight class is not. Of course you can try it, but the odds will not be in your favor and pilot skill should determine the outcome.
Knockdowns are a high risk maneuver, and they should drop the enemy mech to the floor if done right or yours if done wrong. All while taking and dealing impact damage. Stunlocks could be easily avoided by having an immunity timer activated from the moment your mech is dropped for the first time. Or quirking specific chassis, or adding enhanced gyro modules or even consumables.
There are many ways to balance it, we just need to get started again.
OpCentarMember Since 21 Nov 2011
Offline Last Active Oct 03 2013 04:17 AM
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