Oh, crap; this AGAIN?
I feel like I've been arguing over this 'artistic license' drek for decades...{goes checks <rec.games.mecha> posts from 1997} oh, yeah,
I HAVE.
The physicists have posted repeatedly the facts of the universe (and the rules lawyers have posted repeated VERSIONS of
optional, non-standard rules ammendments that
limit the instance of 'Stackpoling'), so you can always go back through the previous dozen pages of posts for plenty of ammunition AGAINST GIANT BLEEPING EXPLOSIONS.
...heh, okay - quick tangent while we're on the subject of 'ammunition' - did ANYONE pay attention to the YouTube videos of the Centurion tank dying when it's ammo cooked off? Where were all the 'damage adjacent units' secondary explosions? I saw plenty of cinders flying maybe 2-5 metres away (which might have even been fragments of melting armor), but hardly anything that would do more than cause injuries to neighbouring infantry, and possibly start fires on soft targets. Oh, and in the TableTop game, a unit that is
adjacent to another is
thirty metres away. So I guess that puts your 'ammo explosion risk' argument right in the trash can.
And you wanna know why? Because there's this little thing that prevents a combat platform's
internal explosions from being a problem to
adjacent units...the combat platfom's
own armor. You know, that six inches of steel the Centurion tank was swaddled in? all the propellant for the ammunition - which burns relatively slowly for explosives (you know, so cannon don't just explode or rupture every time when fired) - and the HE warheads - which based on the ATGM used, probably had
shaped charges so they're basically superhot blowtorches rather than barrels of Michael Bay-brand gasoline, so even THAT CATASTROPHIC destruction of a tank is
relatively harmless to any other combat platform.
And that brings us back to the whole 'collateral damage' argument; if an
ammunition explosion- which many have been grasping at for the 'well okay, reactors won't do it, but at least ammo will' consolation -
fail to have any material impact upon nearby units, and we've already buried the utterly unrealistic 'slow-moving fiery hurricane that bowls stalwart 'Mechs over after a few seconds struggle and causes them to disintegrate upon striking the ground' garbage that practically wounds the universe when it is asserted as being physically POSSIBLE (People kvetching about MechAssault? Try MW4:V's opening cinematic that gives Michael Bay a pyrogasm from the
hardened concrete hangar building that 'takes an LRM to the knee' and abruptly becomes 'The Devil's Blowtorch' like I described above), we're really not left with much.
YES, I agree that there should be
cosmetic pyrotechnics when a 'Mech gets killed; a series of masked flashes as ammo cooks off inside the machine, or maybe a few blue actinic arcs from piece to piece as the 'Mech's electrical systems go. But there's really no justification for anything above paint-job damage to another 'Mech even five metres away.
One thing I'd like, though, is
variety in death 'lightshows' - MW had legged 'Mechs fall over and 'cored' 'Mechs just stand there with some smoke pluming out of the torso, MW2 had the beaten machines completely disappear in a series of explosions that removed each body part, and MW3 was a little more varied, but MW4? Every -
EVERY 'Mech that suffers incapacitating damage collapses and explodes in exactly the same way, then leaves the same boxy pile of 'chicken wire' behind.