Jaeger Gonzo, on 21 April 2014 - 05:06 PM, said:
Fine that is called tactics. And remember anything that you can do others can do to you. Run at enemy is not so easy. Lighter mech then you should faster then you. Now If will have full melee implementation. Hmm Heavy Gear will have it...
Lighter mech can get hit and/or taken out at range just as usual without any difference. The change is that the opponent pretty much loses the option of getting within the 90m min range of my PPCs, unless they're heavier than I am (in which case I can almost always outmaneuver them). Managing to stay just within 90m and just far enough away to not touch would be doable in an open field, but maps aren't all made of open fields.
There are obstacles all over the place that my assailant has to watch out for or else he'll get stuck on them (thanks, new movement code!) which gives me time to catch up and/or just shoot him. If he turns away to watch where he's running, I have a straight shot at his juicy rear armor. And if he doesn't watch where he's going, he very well could get stuck on a rock and it's game over. It's a damned if he does, damned if he doesn't kind of situation.
I can live with melee provided that the animations are handled in a way such that they aren't awkward (too fast and it looks like infantry fighting, too slow and it looks too clumsy), but knockdowns I just can't stomach unless somebody somehow manages to solve the issues I mentioned in my first post in this thread.