Adridos, on 24 June 2014 - 04:45 AM, said:
The way ballistics work is actually not in line with the real world physics at all. It could be compared to naval artillery of the pre-industrial era, but the similarity is based upon game balance magic, not actual physics.
Collision damage is not physically simualted and the way it works is completely within the boundaries of game logic... it's as much of a simulation as Quake 3 simulates the velocity of a rocket fired by the rocket launcher. Sorry, but it's a massive no.
The last thing you said can also be acredited to either no knowledge of physics, a case of terrible wording or straight out lying. The fact these mechs couldn't even stand upright under a newtonian model aside (there's only so much physics you can apply to mechs), there are rather obvious missing factors that are not simulated. The preserval of momentum, for instance, while emulated on the forward/backwards movement is completely missing on the sideways movement and arm movement. Actual collisions are also a required basic for any simulation adhering to real life principles as two pieces of mass can't coexist in the same place at the same moment in time. Things like aiming inaccuracy are also completely left out (the fire comes out of predefined positions at the end of a barrel/lens and is then directed at the first collision point with the center of your screen with a perfect vector). The mechs also only operate on yaw axis, where both the mech and it's feet are always perfectly upright. They also climb hills on a completely artificial basis.
And here the simulation of MWO goes out of the window..