I am creating this thread to discuss knockback mechanics. Please feel free to leave your own suggestions here as well.
I would like to suggest disconnecting the knockback from damage dealt. Perhaps I am mistaken, but it seems like knockback is currently proportional to damage. Personally, I think Terraria did knockback very well by having it be a completely different stat on a weapon. For many gun types I would highly suggest the knock back be brought down to very low levels as most guns are piercing weapons. Make shotgun like weapons have the knockback. Same for spears, very low knockback, while swords can be medium and hammers and axes high. Currently, I am finding knockback to be quite ridiculous throughout the game. The knockback itself has gotten me killed from being thrown off high locations (fall damage death). In your next weapon update may I suggest you add a "knockback" stat to the weapons in additon to DPS, swingspeed (personally, just change this to atk per sec as it is more explicit), damage per atk, and knockback. Damage type, if you make damage types (energy, fire, acid, etc...) would be a fifth.
I think that some changes are definitely in order since now knockback is extremely silly at times. I'd like to refer to the birds' flamethrower attack specifically. So, um, you know... those are flames. They shouldn't have much of a knockback. The way it works now, they can nearly catapult you off planet if you happen to not be standing on the ground when being hit. Pleeease make it more reasonable.
Having the knockback scale based on the damage dealt is definitely not a good thing since the balance update, as monsters do far more damage than players, so players end up with no knockback, or monsters end up with HUGE knockback... there's simply no way around it.
Just want to link this thread http://community.playstarbound.com/index.php?threads/damage-mechanics.48764/ as it discusses knockback as well in more detail as to how I would address the issue.