Topic: How explosion damage killed the close range mech
Don't get me wrong, I am against blob warfare and any good mechanic that reduces the effectiveness or increases the risk of blob warfare I am for.... as long as it does not hurt/hinder other aspects of the game.
My main issue with explosion damage is that it practically kills the use of all short range (100m ish) modules. This mostly effects light/assault bots but also mechs with short range guns/ammo.
It would be nice if in non-blob situations (i.e. gangs of 1-8 or so) that the explosion damage was eliminated or reduced at worst. After all, bot explosion was introduced to deter blobs not (non-blob) close range combat.
One solution is linking explosion damage to interference level so that explosions are much more deadly in blobs and non existent or a nuisance in non-blob situations.
What do you guys think?