MechWarrior 2 Mercs : When a gyro is damaged or suffer from internal damage or internal leg damage, your 'mech will slow down significantly. Upon destruction of the leg, dismemberment would ensue and the 'mech fell over. (I believe in just MechWarrior 2 you would simply become immobile) After, you still had full weapon and JJ' functionality, however your only means of mobility were through fancy JJ work. Destroying the only remaining leg (quads did not exist) would result in the destruction of the 'mech. Also, JJ'ing far into the air and harsh impacts heavily damaged both legs internal structure.
MechWarrior 3 : Ah yes, possibly where the phrase "You god**** legging....." really took hold within the community -- and for good reason! While you still had full customization of armor in the 'mech lab to make your legs pretty reinforced with armor, the fact they were so exposed and an easy target didn't help. Unfortunately, destroying a single leg in this game resulted in your entire 'mech going down as well. Horrible decision making on the dev's part. A step back from MechWarrior 2, not forwards.
MechWarrior 4 : For Vengeance, Black Knight and Mercenaries the same rule applied. Destroying one leg's internal structure resulted in your 'mech limping at 30% speed. Afterwards, continued damage to that leg would transfer (magically!) to the other leg's internal structure bypassing armor. Once your second leg's internals have been destroyed (internals "hit point" value varied from 'mech to 'mech), then game over. For better or worse. MechWarrior4 Mercs has been given "One hit kill protection" on RT, Legs, Head and CT. This helps prevent "alpha boats" from getting insta-kills on smaller 'mechs. Unlike MechWarrior 2 or 3, the Mechlab is quite restricting in terms of what you can do armor wise, giving a more generic overlay of options. No matter what 'mech you have, you cannot put any more additional armor on any location then a predetermined set amount.
MechAssault : Oh noes! I ran out of green health bars! LOL! //sarcasm. Fun game, horrible iteration of the Battletech universe. Getting shot in the leg made no difference other than slightly less damage as opposed to getting shot in the torsos. Ever kill a 'mech by shooting it in the finger before?
MechWarrior: Living Legends : Unfortunately, I have not been able to play this title, so my knowledge is limited. From what I do know is "legging" is still generally frowned upon. Also, there is no 'mechlab from my knowledge so which ever config you select, you cannot allocate or distribute additional armor. What you see is what you get. If someone else could help explain that would be awesome.
So, what would you like to see or be used in MW:O? Personally, I would want nothing less than MechWarrior 2 mercs, where internal damage has several consequesnces such as damage to a gyro/leg actuators result in loss of mobility, but destroying a leg does not neccesarily destroy the entire 'mech. If the developers do things 'right' legging will be a thing of a past. Not so much that people won't aim low, but it won't result in a 'cheap' kill and 'cause people to rage constantly. As a side note, should we get the "good" electronics such as MASC and directional JJ's, I'd like to see a scenario where it is possible to blow out your leg actuators by stressing them out. Likewise with high impact landings. I suppose the biggest factors to how people view legging will be in the hands of the devs and the freedom people are given in the 'mechlab. But if you consciously skimp on the armor regardless of location, expect other players to follow the path of least resistance and attack that location with full force. Its common sense.
Also, I would love to know how it is currently handled in the game tests (if they are actually happening). I guess time will tell how well leg damage is implemented.
*as a side note, I do love legging people who put zero armor on their legs in MW4, or complain about it constantly*
Edited by mwhighlander, 02 February 2012 - 02:37 PM.