True. However, there are parts of various maps that do not give a huge elevation advantage that have been off limits to jumping on or over since the first alphas, and other areas that were blocked off at a later time, so it's not just about preventing people from camping.
From what I'm reading your idea of "aerial combat" is jumping up onto things. That's like saying BF had aerial combat because you could jump onto cars or roofs. Is jumping an aspect of aerial combat? Certainly. But it's a very very small aspect of it. Considering that, I would not view limiting access to certain areas as an attempt to eliminate or even reduce aerial combat.
Agreed, this is subjective.
In my view and opinion, the various changes that have been made to the maps since the alphas do not support the idea that air combat was ever really intended, especially at the level that the air compressor enables. I also believe that the video that I linked supports this as the comment was made specifically in reference to the air capabilities of the mechs at the time and the attempt of TB to boost on top of the building he was looking at.
Like I said, the changes to the maps to limit access does not construe a wish to eliminate or reduce aerial combat. So I would disagree that the video you linked means much in regards to aerial combat.
No doubt, they mention the desire to give mechs a "weighty feel to prevent flying all over the map", but, that's quite subjective. Currently Hawken has that feel imo, and if all mechs had AC equipped, I would still say it has that feel.
It stands to reason that if ADH had originally intended for 'wind walking' (as I've seen it called elsewhere in the forum) to be an option, they wouldn't have limited the air movement as they did in the alphas compared to the videos you referenced.
I wish I knew the exact reason they changed how mechs "flew" between the pre-alpha footage and alpha, but I do not. There could be many reasons for it, including perhaps they didn't like it, or perhaps some small group of terrible gamer "focus group" gamers didn't like it, or perhaps there was something buggy about it that they didn't feel like taking the time to sort out... But simply saying "it was like that, then they changed it, therefore they didn't intend for it to be that way" is shortsighted imo. One can just as easily say "it was like that, so they wanted it like that, but a bunch of MWO noobs said the mechs felt too light". We do have proof of the MWO noobs saying such things... So at least I have that to back me up ;)
So that would be a no, as the AC is currently what is needed for the air dodge.
What I'm saying is, keep AC as an internal that gives greater aerial maneuverability, but separate the air dodge aspect of it and make just the air dodge aspect universal.
I've already seen some anti-AC posters state that they would be willing to deal with more air movement as seen in the pre-alpha build if the air dodge was removed.
Most of what I've read is people saying that targets in the air are either:
Too hard to hit
Make the mechs look light, and simply don't like it
Both of those imply a desire to remove the "more air movement" aspect, rather than just the dodge aspect. TBH, the dodge aspect has a cooldown, so it cannot be spammed, and since what goes up must come down, simply allowing all mechs to have an air dodge would not increase the amount of time mechs spend in the air significantly, so it would fit those two opinions better.
Don't get me wrong, I would love more air movement overall. But my main concern with this thread is universal air dodge. NOT universal increased aerial maneuverability (we'll cross that bridge when we get there (eventually we'll all be playing a cross between UT and Tribes with mechs (that's really my evil plan)))
As I see it right now, the problem so many people have with the air dodge mechanic is that it gives the attacker using it an advantage (high ground) without any real disadvantages (easier to target), especially since the maps, IMO, were not designed for this level of air movement.
But, the maps are designed for this level of air movement. The pre-alpha videos show such air movement, the current zerker with AC works just fine with the current maps. Really, why do people keep saying the maps weren't designed for it?
Most people are complaining about the ability for a mech in the air to jet forward or backwards at equal to or greater speeds than ground boosting (debatable) while shooting. That is a completely separate "problem" from air dodge. If all mechs had air dodge, it would not suddenly allow them to all fly around shooting everything that moves unhindered.
Taking to the air has always been a risk vs reward thing. Attacking from the higher ground has always been an advantage, which I understand it, in Hawken was supposed to be balanced out by being an easier target.
Yes, it is a risk vs reward thing, and it still will be. Attacking from higher ground is an advantage blown incredibly out of proportion. Yeah, it's nice, but you're also painting a huge target on your head. Even with universal air dodge, you'll still have that target. Currently getting airborne is the stupidest thing you can do in hawken. Remember the days when turret mode wrote "I'm a noob that knows nothing" all over? It's like that. You jet into the air, any competent player laughs, calls you "cute", then destroys you. Universal air dodge just makes it so that doesn't happen so fast.
Yes, it does use a lot of fuel to go airborne and air dodge, potentially leaving the attacked at a disadvantage when landing. However, I do not believe this is enough to counter the large advantage an AC using mech has for the few seconds it's airborne, and you know as well as I do that with the current TTK, those handful of seconds can and often does make the difference in an engagement.
Like I said, the advantage of being airborne is blown way out of proportion.