Re: How explosion damage killed the close range mech
This explosion thing seems to me like it would be a nerf in a sense to not only blob combat, but close range combat. Not completely however as I'm sure there's ways to efficiently circumvent the damage and still be considered a close combat fighter. But still it begs the question, should you have to work harder to be a close-combatant to fight a feature that was meant to nerf blobbing?
It does however create an interesting situation for kamikaze pilots in logistic-oriented bots to rush an enemy to tackle them. All the while putting pressue on the opposition to get rid of them and possibly crippling their own allies in the explosion by killing the tacklers.