Well its not the griefing it was the horrible rubberbanding, it was the fact that it looked like misses, and you still fell over, and falling over was a lag fest in and of itself. Even when youre on a T3 line at a development studio with a workstation. It was still buggy as hell due to the way the netcode is.
If you can fix that. Sure bring em back.
But the issue was something fundamental to the engine that they cant change. Maybe something will hit the devkit or maybe they can hire someone to do something about it in the future, but its bleak at best.
What might work is "charge mechanic"
Something like, you hold down shift, you get a small boost to speed, cant fire your weapons, and only in this mode, can you collide with other mechs and knock them down.
Then instead of tracking all mechs for where they are and if theyve collided and what to do with that collision, youre only checking the mechs that are "charging"
Might reduce the load.
But it will still have the same problem that collisions in say...flight sims have.
One of the people will not see the collision, and will just randomly fall over.
Edited by KraftySOT, 11 November 2014 - 10:25 AM.