Zerberus, on 17 July 2014 - 05:11 AM, said:
I isagree entirely, The analogiies stand just fine because the isuue is not with the material, as it is to be assumed that that is comparable on both sides (nobody is talking about driving a pinto into an atlas). The issue is simply that to work at all, the system has to be at least somewhat realistic, and also not specifically nerf an entire class of mech simply because assualt pilots feel that they should be able to thow the equivalent of a 5-7 year old child around like a paper plane. This discussion has been around in exactly this biased form since knockdowns were removed, and is consistently touted as a "nerf to lights" which is exactly the type of unrealistic BS it shoud not be.
Well, I think we're in agreement about the end results, even if we disagree about the scientific accuracy of those anologies. So while I am tempted to continue the discussion about the analogies, I guess it's not ultimately important here.
Zerberus, on 17 July 2014 - 05:11 AM, said:
Lights do not have paper mache armor and balsa wood structure, theirs is actually generally lighter and stronger point for point than the standard armor and structure of most assaults. So why shoud an assault be able to just kick them out of way like a roll of toilet paper while they can charge like a top fuel funny car and simply splat themselves on the assault`s leg? It just makes absolutely no sense whatsoever. Even a bicycle moving at 20-30 kmh causes a very significant dent if you pull your car out in front of it, and the bike usually takes less damage than the rider. Why should a large motorscooter (not one of those little italian ones, the BIG italian ones) cause what appears to be infinitely less?
Indeed, cars are very fragile compared to their weight, which is why I don't like when they're used as examples. But again, since we agree on the important stuff, we can just drop that topic of conversation, I suppose
Zerberus, on 17 July 2014 - 05:11 AM, said:
That false dichotomy is the exact reason that people like myself do not want to see collisions and knockdown implemented the way the assault communiy is screaming for them, which is the "Lights are made of cotton candy, assaults are titanium".
IMO you really can`t compare slose quarters hand to hand combat between fully articulated organisms to clunky überheavy battlemechs lumbering around the battlefield with the reflexes of a hibernating sloth. Te complete teachnical infeasibility is teh entire reason we put guns on these things. If a mech were capable of a thousandth of what I can do IRL I`d never mount another gun again and would just beat down everything on the battlefield. Sweep out a leg, smack the cockpit into a rock, keep pummeling head with the same rock, cross armbreaker, neckbreaker, done, next victim.

I agree. I was merely offering the "knee to the face" as a counter argument to people who think it would be ridiculous if Locust pilots couldn't kamikaze into assault mechs and consequently destroy both mechs. But I also think it's sufficient to say that it wouldn't be good for the game if Locust kamikaze became a real strategy anyway.
stjobe, on 17 July 2014 - 05:12 AM, said:
Stalkers have neither jump jets nor any arms to speak of, so bad choice of example.
It was a joke, of course.
stjobe, on 17 July 2014 - 05:12 AM, said:
You'd get a kick out of this though (pardon the pun):
God, this reminds me of Warhammer 40,000 fluff. And not in a good way
stjobe, on 17 July 2014 - 05:12 AM, said:
All games are always compromising reality; they wouldn't be games if they weren't (they'd be reality). The question is how much of BattleTech you are willing to compromise.
Yes, but they're not always a compromise between reality and
fantasy. A simulation game is a compromise between reality and the resources available to the developers. For example, they may not be able to realistically simulate weather, so they're forced to use some level of abstraction or simplistic mechanisms. But a flight simulator or train simulator rarely incorporates some elements purely for the sake of fantasy, unlike MWO and most other games.
stjobe, on 17 July 2014 - 05:12 AM, said:
The point I was trying to make is exactly that charges are NOT "kamikaze-attacks"; they are a legal and valid mode of attack in the BattleTech universe. Perhaps not the first choice, since you do take damage from executing them, but nevertheless there's no reason to disallow them on principle.
Certainly not disallowing them, but limiting their viability to prevent them to ruin the game. But perhaps we're actually in agreement here, and arguing past each other or even both guilty of accidental strawman arguments.
stjobe, on 17 July 2014 - 05:12 AM, said:
What has to be done is to make the mechanics underlying collisions, charges, DFAs and physical attacks as non-griefable as possible (anything can be used to grief; we'd had to disallow weapons-fire in matches if griefability was the only factor for inclusion).
Agreed.