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#41 Y E O N N E

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Posted 14 November 2014 - 09:32 AM

View PostDimento Graven, on 14 November 2014 - 07:23 AM, said:

Awww, I'm sorry you feel that pointing 20+ tons of steel and weaponry moving at 100+ kph in a direction should require actual skill and thought is so burdensome to you.

Personally it's been long overdue. There's no reason a light 'mech should be able to slam itself into a large 'mech's legs with little to no risk.

There's no reason a smaller 'mech should be allowed to jam itself into the ass of a larger 'mech without some repercussion.

This is a GOOD thing, and it will shake out the mediocre pilots taking advantage of incomplete game mechanics and leave us with the truly skilled, or at least those want to put forth the effort to try and become truly skilled.




You say that as if 100 kph was actually fast. That's 62 mph. 60 ton MBTs can do that...

That said, bring it on. I survived the hit-reg fixes and the fall-damage revamp and I will survive the return of knock-down.

My only concern is map geometry. Tripping over things I can't know are there will not be fun.

Edited by Yeonne Greene, 14 November 2014 - 09:32 AM.


#42 Dimento Graven

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Posted 14 November 2014 - 09:34 AM

View PostFupDup, on 14 November 2014 - 08:47 AM, said:

The damage will either remain the same as it is now or might be slightly increased, but it will be well within the TBR's tanking ability.

I'm going to slam over people at every little opportunity I get and record it, and drop artillery strikes on victims as they helplessly flap around on the ground. I might even slam over people on my own team, too, because there's probably a 99% chance that the bigger mech will be the one that gets to remain standing (i.e. plow through every light and medium on my team with impunity). All while playing "Living it another way" as background music just like the original exploitation videos featured.
Griefer mentality. Such a joy to have people LOOK for the excuse to be asses playing this game.

View PostJacob Side, on 14 November 2014 - 09:04 AM, said:

Mech collisions and knockdowns are a "top priority" after CW is released

Oh Yeah!
The return of Dragon bowling.
:wacko:

View PostRiverboat Sam, on 14 November 2014 - 09:06 AM, said:

So, you're basically saying who needs anything special to implement melee? Just put a snow plow blade on your Dire Whale and charge through the enemy mech ball. Epic hilarity! But, if you think about it a bit. could force a very realistic and beneficial change in the game. No more mech balls. Actual formations and realistic stuff like that there. Huh!

View PostHuginmunin, on 14 November 2014 - 09:22 AM, said:

Yeah yeah yay realism and all, but this will have the effect of screwing over light mechs yet more than they already are, and that's a shame.

View PostXetelian, on 14 November 2014 - 09:24 AM, said:

Not looking forward to knock downs...I remember them all to well actually.

View Postcdlord, on 14 November 2014 - 09:28 AM, said:

I REALLY hope we do not see a return of Dragon bowling.....
Look all panic and histrionics aside, as long as PGI implements melee, charging, death from above with the same balancing factors as table top had, it will probably not even be a big deal.

In TT, charging an enemy 'mech damaged both the charging and the charged. BOTH 'mechs had the potential for falling to the ground.

The same was true with DFA.

In beta, charging was essentially riskless. You just had to make sure whatever 'mech you were charging weighed less than you and that was it.

Make sure that BOTH 'mechs risk falling, regardless of weight, and suddenly it becomes a more, "thoughtful" process...

#43 Alistair Winter

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Posted 14 November 2014 - 09:35 AM

View PostXetelian, on 14 November 2014 - 09:24 AM, said:

Not looking forward to knock downs...I remember them all to well actually.

I'm pretty sure Paul remembers too, judging by the video people keep posting around here.

PGI 2.0 seems to have a decent handle on things. I don't think they're going to bring back knockdowns as it used to work.

#44 Dimento Graven

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Posted 14 November 2014 - 09:38 AM

View PostYeonne Greene, on 14 November 2014 - 09:32 AM, said:

You say that as if 100 kph was actually fast. That's 62 mph. 60 ton MBTs can do that...

That said, bring it on. I survived the hit-reg fixes and the fall-damage revamp and I will survive the return of knock-down.

My only concern is map geometry. Tripping over things I can't know are there will not be fun.
And you say THAT as if you had no concept of the potential energy 20 tons of metal has while moving at 100kph.

That's a FRIGHTFULL amount of energy, and was never really represented well even in table top, let alone this game.

Yes, 20 tons of Locust moving at 100+ kph, running face first into the ass of an Atlas should result in SIGNIFICANT damage to the Locust, pretty much disabling it, and yes, significant damage should Also occur to the Atlas, though, with an ass as big as they have, they can probably take a few Locust smashes before having to worry too much.

Edited by Dimento Graven, 14 November 2014 - 09:38 AM.


#45 RazorbeastFXK3

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Posted 14 November 2014 - 09:41 AM

I think the 'mech collisions and knockdowns only apply to 'mech on 'mech action so you could hump the hillside all you want or bump into an obstacle and not fall over unless you come in contact with another 'mech. Though.. it would be amusing watching an atlas try to climb a steep hill then fall backward back down the hill on its butt.

View PostLily from animove, on 14 November 2014 - 05:03 AM, said:

yes hopefully those rekcless 140kph lights will hit their nose on the ground when they rush into buildings and mechs.

And Steam release, YAY. Hopeflly they get some steam stuff working like trading carts and background profile pics and such.


#46 Y E O N N E

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Posted 14 November 2014 - 10:04 AM

View PostDimento Graven, on 14 November 2014 - 09:38 AM, said:

And you say THAT as if you had no concept of the potential energy 20 tons of metal has while moving at 100kph.

That's a FRIGHTFULL amount of energy, and was never really represented well even in table top, let alone this game.

Yes, 20 tons of Locust moving at 100+ kph, running face first into the ass of an Atlas should result in SIGNIFICANT damage to the Locust, pretty much disabling it, and yes, significant damage should Also occur to the Atlas, though, with an ass as big as they have, they can probably take a few Locust smashes before having to worry too much.


Oh I have plenty of concept, but you were making it sound like an incredible feat, which it isn't. And if the game were modelling energy properly, you would utterly destroy even an Atlas by simply hurtling your Locust into its leg. If you think an Atlas is going to survive approximately 7.7 million joules of energy slamming into a leg, which would at least shove it into the ground via removal of said leg (and that by itself would incur substantial damage to the Atlas), I think you should re-examine which of us has no grasp of the potential energy 20 [metric] tons of metal moving at 100 kph has, let alone how the whole 'Mech can't be taken as the point of reference for sustaining an impact.

Of course, if you really want to start saying we should have more proper physics in this game, then the AC/20 ought to be the longest-ranged ballistic and the larger lasers should be totally awful at knife-fighting ranges. Heavy 'Mechs like the Atlas should also have tremendous risk of toppling over when traversing inclines or even stopping too quickly, and falling damage should not be incurred on 'Mechs designed to be dropped from orbit. Finally, maps like HPG and Terra Therma should only afford heat dissipation so slow that it would take hours to dissipate the build-up from a firefight lasting a few seconds.

Still on board, Mr. Physics?

#47 Deathlike

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Posted 14 November 2014 - 10:05 AM

TBH, the biggest news is what the tonnage dropdeck happens to be.

In the meeting, 140 to 240 tons were mentioned. I had thought 240 would be the middle or close to the upper range... but apparently it is the max.

Now, I might have to keep around those Ice Ferrets and Mist Lynx if I wanted to run Clan Mechs worth a damn under said tonnages.

#48 Dimento Graven

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Posted 14 November 2014 - 10:16 AM

View PostYeonne Greene, on 14 November 2014 - 10:04 AM, said:

Oh I have plenty of concept, but you were making it sound like an incredible feat, which it isn't. And if the game were modelling energy properly, you would utterly destroy even an Atlas by simply hurtling your Locust into its leg. If you think an Atlas is going to survive approximately 7.7 million joules of energy slamming into a leg, which would at least shove it into the ground via removal of said leg (and that by itself would incur substantial damage to the Atlas), I think you should re-examine which of us has no grasp of the potential energy 20 [metric] tons of metal moving at 100 kph has, let alone how the whole 'Mech can't be taken as the point of reference for sustaining an impact.

Of course, if you really want to start saying we should have more proper physics in this game, then the AC/20 ought to be the longest-ranged ballistic and the larger lasers should be totally awful at knife-fighting ranges. Heavy 'Mechs like the Atlas should also have tremendous risk of toppling over when traversing inclines or even stopping too quickly, and falling damage should not be incurred on 'Mechs designed to be dropped from orbit. Finally, maps like HPG and Terra Therma should only afford heat dissipation so slow that it would take hours to dissipate the build-up from a firefight lasting a few seconds.

Still on board, Mr. Physics?
I guess you missed the part where I state:

"That's a FRIGHTFULL amount of energy, and was never really represented well even in table top, let alone this game."

But hey, reading comprehension isn't for everyone, I get that.

Anyway, I'm not calling for absolute realistic physics (I agree that would ultimately be a very stupid thing to do), what I am calling for is more balance and at least some what partially believable consequences for bad piloting.

A significant amount of matches I've played, I see some jackass light pilot running top speed into the enemy, blasting lasers, bouncing off the enemy 'mechs and suffering very little consequences for it. It's always fun watching the poor heavy/assault pilot have a light glued to its leg/ass that it can't defeat because:

1. The light pilot doesn't have to worry about the consequences of running into a heavier 'mech.
2. The light pilot doesn't have to worry about rear firing weapons, something that's in TT just for this reason.
3. The light pilot can feel fairly comfortable that the heavier/taller 'mechs won't even be able to get much of a visual on them due to the extremely limited "bending" capacity the larger 'mechs have to suffer.

The annoying thing is, while good pilots can get in close without having to default to cramming themselves into another 'mech's ass, the BAD ones DO default to that tactic. Jamming their mech FULL THROTTLE into larger 'mechs getting away with it basically scot free due to incomplete game mechanics.

Add some knock down, the possibility that the light pilot might have to suffer some actual consequences and I believe you'll only see the skilled light pilots get in close, and the rest will attempt to become light snipers.

It will result in more "thought" being added to this "thinking man's shooter."

#49 FupDup

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Posted 14 November 2014 - 10:50 AM

View PostBarantor, on 14 November 2014 - 09:13 AM, said:

*notes* Always leg Fupdup.

They will probably turn off knock downs for your own team as soon as people do that.

They haven't turned off team damage for people who kill or leg teammates...

Edited by FupDup, 14 November 2014 - 10:51 AM.


#50 SteelKiller

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Posted 14 November 2014 - 11:09 AM

I'm cool with knockdowns. Knockdowns with LRMs was fun in MW...3? 4?

Collisions...okay, I'll take collisions (charge damage) if they also add skids.

#51 Y E O N N E

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Posted 14 November 2014 - 11:16 AM

View PostDimento Graven, on 14 November 2014 - 10:16 AM, said:

I guess you missed the part where I state:

"That's a FRIGHTFULL amount of energy, and was never really represented well even in table top, let alone this game."

But hey, reading comprehension isn't for everyone, I get that.

Anyway, I'm not calling for absolute realistic physics (I agree that would ultimately be a very stupid thing to do), what I am calling for is more balance and at least some what partially believable consequences for bad piloting.

A significant amount of matches I've played, I see some jackass light pilot running top speed into the enemy, blasting lasers, bouncing off the enemy 'mechs and suffering very little consequences for it. It's always fun watching the poor heavy/assault pilot have a light glued to its leg/ass that it can't defeat because:

1. The light pilot doesn't have to worry about the consequences of running into a heavier 'mech.
2. The light pilot doesn't have to worry about rear firing weapons, something that's in TT just for this reason.
3. The light pilot can feel fairly comfortable that the heavier/taller 'mechs won't even be able to get much of a visual on them due to the extremely limited "bending" capacity the larger 'mechs have to suffer.

The annoying thing is, while good pilots can get in close without having to default to cramming themselves into another 'mech's ass, the BAD ones DO default to that tactic. Jamming their mech FULL THROTTLE into larger 'mechs getting away with it basically scot free due to incomplete game mechanics.

Add some knock down, the possibility that the light pilot might have to suffer some actual consequences and I believe you'll only see the skilled light pilots get in close, and the rest will attempt to become light snipers.

It will result in more "thought" being added to this "thinking man's shooter."


I saw it and understood it without issue, but your little disclaimer did not have any relevance to what I said after. You notice that word, "if"? Yeah, that's a marker for a conditional statement. That means we were talking hypothetically, and that whatever the game has done or is doing was not relevant to the following material. You do seem to have missed the point of that post, anyway, which was to describe what would happen if we started taking energy into account to properly add knock-down, and you citing energy mechanics as the reason for knock-down is the entire impetus for us having this conversation.

Again, you might want to re-visit who's really got the high ground, here, because it sure as the sun rises isn't you.


As for your points:

1. A heavier 'Mech also doesn't have to worry about the consequences of getting run into. See how that works? In fact, right now, if a Light runs into an Assault it takes leg damage while the Assault takes nothing. If you're going to put knock-down in, it has to go both ways. The Atlas should topple over just as much as the Locust when getting hit because you just kicked his leg out (not necessarily destroyed). The Locust should take armor and structure damage all over, the Atlas should take leg armor and structure damage and a little bit of CT structure damage.

Griefing will be a little less fun for certain individuals when both parties suffer the ill effects and the energy transfer is equivalent in both directions such that you can realistically only do it once.

2. If you have a hard time getting a light off your arse without rear-firing weapons then you either A.) ran out into the open without support, or B.) aren't particularly bright and failed to use surrounding objects to limit that light's motion in such a way that it either has to retreat or end up in front of your guns.

3. See No. 2, and also go ask some of the competitive players how true that really is. I have seen it said that lights are either not agile enough or that Heavies (as in, the weight class...Assaults should never operate without support) are too agile. I, personally, don't have a problem drawing a bead on any light in any of my Heavy/Assault 'Mechs, even the ones without lower arm actuators. Turning in place to rotate faster and then reversing to cover every time your back is aligned to it works, and works well. I've been thwarted by many good Assault pilots who know how to dance and position.

I'm all for thought in my video-games, and I actually would rather they add all those mechanics I mentioned previously (also, less damage for shots connecting at oblique angles would be cool), but what you want is a lopsided implementation that seems to me as something rooted in bitterness over your experience with the game. Saying only the Light, a member of the class with the highest skill cap and lowest population, should suffer from a collision with an Assault would be like saying only the Fighters get destroyed during collisions with Bombers in War Thunder. It's nonsensical. The only way it's balanced is if both parties suffer.

#52 Alistair Winter

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Posted 14 November 2014 - 11:30 AM

View PostYeonne Greene, on 14 November 2014 - 10:04 AM, said:

Still on board, Mr. Physics?

View PostDimento Graven, on 14 November 2014 - 10:16 AM, said:

I guess you missed the part where I state:
"That's a FRIGHTFULL amount of energy, and was never really represented well even in table top, let alone this game."
But hey, reading comprehension isn't for everyone, I get that.

View PostYeonne Greene, on 14 November 2014 - 11:16 AM, said:

You notice that word, "if"? Yeah, that's a marker for a conditional statement. That means we were talking hypothetically, and that whatever the game has done or is doing was not relevant to the following material.

The levels of passive aggressiveness are over nine thousaaand!

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#53 Dimento Graven

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Posted 14 November 2014 - 11:40 AM

View PostYeonne Greene, on 14 November 2014 - 11:16 AM, said:

I saw it and understood it without issue, but your little disclaimer did not have any relevance to what I said after. You notice that word, "if"? Yeah, that's a marker for a conditional statement. That means we were talking hypothetically, and that whatever the game has done or is doing was not relevant to the following material. You do seem to have missed the point of that post, anyway, which was to describe what would happen if we started taking energy into account to properly add knock-down, and you citing energy mechanics as the reason for knock-down is the entire impetus for us having this conversation.

Again, you might want to re-visit who's really got the high ground, here, because it sure as the sun rises isn't you.
Yes, well you seem to want to force what I say into some sort of absolute declarative, yet when the same is forced upon you, you get morally indignant.

Interesting debate tactic there, Skippy...

Quote

As for your points:

1. A heavier 'Mech also doesn't have to worry about the consequences of getting run into. See how that works? In fact, right now, if a Light runs into an Assault it takes leg damage while the Assault takes nothing. If you're going to put knock-down in, it has to go both ways. The Atlas should topple over just as much as the Locust when getting hit because you just kicked his leg out (not necessarily destroyed). The Locust should take armor and structure damage all over, the Atlas should take leg armor and structure damage and a little bit of CT structure damage.
You start off that statement incorrectly. Actually the heavier 'mech will take damage too. Just proportionately, not much. Just like everyone "knew" that large 'mechs weren't taking falling damage when walking off cliffs, that was incorrect too, and all it required was a bit of testing to see what was happening.

I absolutely agree, consequences have to be BOTH WAYS, and right now there are FEWER consequences to light pilots who employ the "jam myself into another 'mech so he can't shoot me" tactic, than their targets who have to suffer some damage, and other in game limitations that prevent him from being able to swat the pilot off.

I disagree that the chance the Atlas has to fall should be EQUAL to that of the Locust. I don't recall it working that way in TT and am unfortunately not in a position to check (maybe it had something to do with the speeds of the 'mech at the time of the collision, again can't recall), BUT, I do recall that absolutely, BOTH 'mechs did have a risk.

Unlike now.

Quote

Griefing will be a little less fun for certain individuals when both parties suffer the ill effects and the energy transfer is equivalent in both directions such that you can realistically only do it once.
Pretty much what I said in response to someone else on that possibility.

Making sure there's risk to both the person charging, and the person being charged, and we end up with a more 'thoughtful' implementation of the mechanic.

Quote

2. If you have a hard time getting a light off your arse without rear-firing weapons then you either A.) ran out into the open without support, or B.) aren't particularly bright and failed to use surrounding objects to limit that light's motion in such a way that it either has to retreat or end up in front of your guns.
Now you're just being an argumentative puissant. At some point you have to be out in the open to see your enemies, period, unless of course you've dedicated your life to indirect LRM boat piloting, and EVEN THEN, it's no guarantee that some light pilot hasn't run all the way around the map, to come up behind you and smash his face into your ass.

And EVEN IF you have your ass firmly planted against a building the light mech can still leg hump you from the side, and AGAIN full understanding of the current game mechanics let's you know there are plenty of 'mechs that just can't "see" that low, nor have the ability to aim/bend at targets that close to them, all the while the light pilot takes extremely little risk using that crap tactic.

Now, if there was a chance he could be knocked down for running his face into your ass or leg, he might think twice about it.

Be you can be as big a condescending and patronizing ****** as you want, it still doesn't make the tactic a "skilled" tactic.

Quote

3. See No. 2, and also go ask some of the competitive players how true that really is. I have seen it said that lights are either not agile enough or that Heavies (as in, the weight class...Assaults should never operate without support) are too agile. I, personally, don't have a problem drawing a bead on any light in any of my Heavy/Assault 'Mechs, even the ones without lower arm actuators. Turning in place to rotate faster and then reversing to cover every time your back is aligned to it works, and works well. I've been thwarted by many good Assault pilots who know how to dance and position.

I'm all for thought in my video-games, and I actually would rather they add all those mechanics I mentioned previously (also, less damage for shots connecting at oblique angles would be cool), but what you want is a lopsided implementation that seems to me as something rooted in bitterness over your experience with the game. Saying only the Light, a member of the class with the highest skill cap and lowest population, should suffer from a collision with an Assault would be like saying only the Fighters get destroyed during collisions with Bombers in War Thunder. It's nonsensical. The only way it's balanced is if both parties suffer.
I don't see many competitive players running their lights into the asses and legs of the enemy, at least not intentionally. Most of the skilled light pilots I've seen in the competitive set do a death spiral that never actually touches the enemy.

For most of the competitive set this is a non-issue, and having collision damage and potential for knock down really wouldn't phase them much.

The competitive players are NOT the majority of players.

I don't want a "lopsided" implementation of this. I want something that makes sense for all 'mech classes. Right now, the lights have all the advantage when it comes to 'mech collisions and the result is the common use of crap tactics of cramming your 'mech's face into another 'mechs ass or legs with very little risk and very little repercussion to the light pilot.

If you can't see that, obviously your perspective is skewed and I would guess from this and previous statements that you are in fact an ass hugging light pilot afraid his favorite tactic is about to be a little more risky than he's used to.


#54 Lord Curmudgeon

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Posted 14 November 2014 - 12:58 PM

Anybody else getting a visual of a Commandos legs sticking out the backside of an Atlas after that conversation?
(back on topic) I too am hoping that implementation of collision is brought in with balance in mind and ultimately would like to DFA and melee attacks as well. The Axeman is one of my favorite mechanic.

#55 Tristan Winter

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Posted 14 November 2014 - 01:30 PM

View PostLord Curmudgeon, on 14 November 2014 - 12:58 PM, said:

Anybody else getting a visual of a Commandos legs sticking out the backside of an Atlas after that conversation?
(back on topic) I too am hoping that implementation of collision is brought in with balance in mind and ultimately would like to DFA and melee attacks as well. The Axeman is one of my favorite mechanic.

If they release the Axman, I will spam Battletech cartoon quotes in public chat for a year. Careful what you wish for.


Spoiler


#56 The Boz

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Posted 14 November 2014 - 03:12 PM

View PostAlistair Winter, on 14 November 2014 - 07:02 AM, said:

I underlined the important bits in the OP for you.

Irrelevant; UrbanMech is objectively the most interesting topic.

#57 Pooch

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Posted 14 November 2014 - 03:18 PM

Quote

Mech collisions and knockdowns are a "top priority" after CW is released, hopefully Dec 15th. This will be a big game changer. Not without major bugs and lots of tears, I'm sure. But it will push the game in the right direction. Towards more realism and less arcade-style.


Yet thy are adding respawns. This game I currently a fantastic simulation, why they would want to step away from that I do no know.

#58 Keira RAVEN McKenna

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Posted 14 November 2014 - 03:33 PM

View PostDimento Graven, on 14 November 2014 - 07:42 AM, said:

I disagree, I think a "noob" queue of 4v4 on smaller maps is a great way to go.

Keeping them locked out of the general queue until they either join a unit (where theoretically they will have other players to assist them in learning the game), or until their ELO breaks a certain level.

As I currently understand it, this is more or less how WoT is handling their game, ensuring that new players NEVER have to suffer a stomp from veterans under normal gaming circumstances, and visa versa, a veteran doesn't get stuck on a noob team just to push their elo into an 'acceptable' range for MM.

Warthunder also operates this way with the Tier 1 planes. We used to get bored and go visit the Tier 1 Biplane games to terrorise the new players but now all we find are other jerks like us and not the new kids... which is kind of good.

#59 Kain Demos

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Posted 14 November 2014 - 03:57 PM

Can't wait until when a light is trying to backstab me in my Dire Wolf by humping me to stop me from moving I will be able to just knock him downby backing up.

#60 Alistair Winter

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Posted 14 November 2014 - 03:57 PM

View PostPooch, on 14 November 2014 - 03:18 PM, said:

Yet thy are adding respawns. This game I currently a fantastic simulation, why they would want to step away from that I do no know.

Well... battles with reinforcements being dropped on the battlefield in dropships. It's not like Quake 1 style spawning where people literally spawn out of thin air, with sparks flying.

If you want the game to handle death as realistically as possible, just delete your account the next time you die and create a new pilot. Getting the money to buy new mechs may be tricky, but that's kind of realistic anyway. Mechs are supposed to be expensive.





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