Add Melee To Some Mechs
#1
Posted 19 July 2014 - 10:46 AM
#2
Posted 19 July 2014 - 11:14 AM
#3
Posted 19 July 2014 - 11:22 AM
The atlas and banshee would be the best fist brawlers around.
#4
Posted 19 July 2014 - 09:13 PM
I would also LOVE proper Collision Damage. I would have to say no to Knockdowns though, because although I would really like to see them in game (they make sense), it would be far to easy to abuse them, and cause Stunlocks.
#5
Posted 19 July 2014 - 10:50 PM
#6
Posted 19 July 2014 - 11:19 PM
So, I got to thinking about physical attacks from the original game, and wondered what those rules were, I looked up what I could about the rules for such attacks, and came up with this table:
I know this kind of work for the game is going to be on the back burner as far as current priorities go, but I thought, why not share ideas anyway?
What I figured is that any mech could Kick and Charge.
Death from Above (DFA) would be available to mechs with JJs.
Punching would be available with mechs that have Shoulders and the Upper and Lower Actuators. Equipping a melee weapon like a sword or hatchet and so on, would require a hand to hold the appropriate weapon, along with enough free tonnage and crit slots.
To implement, could set one Weapon listed in the Arm Group for attacks with the arms and if the mech can hold a weapon for those types of attacks. The rate of arm movement to strike and range would be limited by the model.
Kicks could be listed in the Torso Group. It can be setup that the mech must be stationary or will moving stop to kick towards the cross-hair direction. When in motion, if a kick is triggered it could then be a charge strike.
DFA could be executed by kicking in the air. Would require JJs to provide more horizontal speed.
Animating the strikes seem as if they can be pretty straight forward. Where punches could simply be like straight punches or upper cuts moving towards the cross-hair, kicks could simply be a low forward kick (like kicking a soccer ball), for example. And the rest don't need too much animation variety either, once they can apply damage.
The main question I have is, how fast can these attacks be? And the range on most of these will easily be within 20 M of the attacking mech on most of these, which is also why this area is low priority.
Collision damage will be an important element with physical attacks, since some strikes cause different amounts of damage to the attacker. Such as for every 2 damage dealt charging, 1 damage is dealt to the attacker, for example, or 1 damage for every 10 tons of the defending mech to the attacker.
Melee weapons should also have an amount of hitpoints as equipped items before being destroyed, could start with 20 to 50 and go from there after testing.
And knockdowns don't need to return, since that aspect seems to have too many more variables to tackle anyway, and really isn't necessary to bring back once, we are able to deal melee damage due to knockdown's potential stun-locking ability.
#7
Posted 20 July 2014 - 07:35 AM
sneeking, on 20 July 2014 - 02:14 AM, said:
that is all
Only until they introduce http://www.sarna.net/wiki/Berserker
#8
Posted 20 July 2014 - 05:51 PM
#9
Posted 20 July 2014 - 06:02 PM
#10
Posted 21 July 2014 - 07:12 AM
#11
Posted 21 July 2014 - 08:33 AM
#12
Posted 23 July 2014 - 03:40 PM
Also the sarna entry for hunchback lists it as having "BATTLE FISTS"
im all for the hunchie being even more powerful up close.
#13
Posted 23 July 2014 - 11:49 PM
With the current Jump Jet implementation this will no longer be possible though.
Similarly, knocking over mechs would be fun, provided that it works on a good physics engine (based on mass).
Am I saying hatchetman here?
Shuruga
#14
Posted 24 July 2014 - 12:04 AM
so the awesome would punch you for 8 damage, while the punch from an atlas would be like a ppc or an ac10.
i think! or was it 1/5th of the tonnage? so atlas punch would be like an ac20! and the awesome would punch at 16 dmg
i hope this happens not only for the sake of the atlas, awesome, dragon and centurion, but also so we can get the hatamoto chi with his katana, and the axeman with his big axe.
those NEED to be in the game. if you take away the katana then why would you put the hatamoto chi in the game?
and the axeman lol, his melee attack is in the NAME itself!
one thing is clear to me though, gun-arms shouldn't be able to punch at all. so no punch if your hand falls off your AWS 9m (the other arm is a ppc tube) - same for the centurion and dragon - the atlas could punch until both arms fall off
the stalker, catapult, jenner, raven... wouldn't be able to punch at all. that's how it should be IMO
#15
Posted 24 July 2014 - 02:24 AM
Edward Mattlov, on 19 July 2014 - 11:14 AM, said:
Well actually im missing for option to enable down view camera on MFD, where battle grid is, during jumpjeting, like in MW2, to perform effective/precise head/cockpit ram of enemy mech in situations when im out of ammo/weapons and only one leg and central torso with jumpjets left. Or to use jumpjets, while running at full speed, as a booster, +10% above max speed or smt like that, before impact when performing ram.
Edited by Shamoth, 24 July 2014 - 02:25 AM.
#16
Posted 24 July 2014 - 03:17 AM
A definite "Yes" to Hatchets/Swords/Axes for those mechs that are supposed to carry such weapons like
* Hatchetman
* Axman
* Black Knight
Unfortunately they don't seem to have enough variants post 3050 to be eligible in the near future for MW:O
#17
Posted 24 July 2014 - 07:21 AM
#18
Posted 24 July 2014 - 10:51 AM
It would seem all mechs should have some improvised melee, but there should be a risk for damage unless the mech's structure was specifically designed for the purpose, or is designed with the intention for and is equipped with an appropriate melee weapon.
Also, many mechs in game have lumbering locomotion, it would seem such mechs would have a lumbering, drunk like kick or punch. Likely making them hard to use effectivly in melee except against each other, but then again, a charge from a lumbering Atlas or Awesome would be be as easy as justnbumping into smaller mechs and causing damage like in the old days. That's not to say a slow body blow punch from an Awesome, or upper cut from an Atlas shouldn't be devastating to a medium mech if it lands.
Edited by CocoaJin, 21 August 2014 - 05:41 PM.
#19
Posted 25 July 2014 - 09:37 AM
Need I say more?
#20
Posted 25 July 2014 - 09:48 AM
Melee (punch AND kick)
Collision
Knock Down
ability to fight while prone/knocked down
Death from Above
The whole nature of the game will change and end a lot of the Mech of Doody flavor we've got going on because no more perfect balance.
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