DrxAbstract, on 23 February 2016 - 04:48 AM, said:
You know...
Knockdowns go both ways. People that get all nostalgic about 'the good ol knockdown days' when it comes to Lights humping their legs but conveniently forget it was entirely possible for a Jenner to put an Atlas on its a** back then so is that really something you would like - To have a 3-4 fleet of Lights flying through the air with their d**ks aimed right at your assault's face and sending it into the dirt as their team pushes? Because it happened "back in the day" and it will certainly start happening again.
You obviously did not comprehend a suggestion I put in there, last sentence....
I'll make it clear.....
If a light runs into a heavy or assault, it should fall down and sustain considerable damage. If a light runs into a medium, it should sustain considerable damage only.
This is what I mean, how hard can it be ? As for hit boxes / hit detection, we have that how else does one do damage to a component when firing upon an enemy mech ?
If a light runs into the leg of an atlas, at speed, not 20 kilometres an hour, it should have, at the minimum, no armour in the area / component which made contact with the atlas. I have seen as most of us have, smaller mechs hitting much larger ones at considerable speed with no real consequences. This is just not right.
So collision between light and medium = damage.
Collision between medium and heavy = damage.
Collision between heavy and assault = damage.
Collision between same weight classes should be a factor of both damage and knockdown.
Lights colliding with heavies and assaults = knockdown and damage.
For mediums and heavies same principle, with speed and mass factored in. Speed being the principle factor as to determining knockdown effect / probability.
Any way you look at it, the damage model is woefully inadequate when it comes to collisions.