Melee Combat In Mwo
#1
Posted 27 January 2015 - 04:19 PM
Make the melee weapon take up a hardpoint. for example, with the Hatchetman battlemech, it would have a Melee hardpoint in its right hand. Then, make a melee weapon (or two, sword/hatchet) that does damage based on the weight of the equipping mech. Finally, make a standard weapon with an extremely short range (0-5M) that deals FLD to whatever section you're currently aiming at. throw in a custom arm-swinging animation that begins when you pull the trigger and ends when the cooldown finishes, and BAM. you have your handheld weapon.
No need to fix knockdowns or collisions, just an extremely short ranged weapon that has a special animation.
maybe make sparks fly if the weapon registers a hit. That would be cool.
Thoughts?
#2
Posted 27 January 2015 - 04:32 PM
No.
#3
Posted 27 January 2015 - 04:50 PM
and those above are just low excuses.
Edited by Jaeger Gonzo, 27 January 2015 - 04:51 PM.
#4
Posted 27 January 2015 - 05:00 PM
And animations in general also need tweaks and improvements, especially jump animations.
So it's just a matter of time for the devs to focus on collision code and animations, hopefully they can start later this year.
#5
Posted 27 January 2015 - 05:00 PM
#6
Posted 28 January 2015 - 12:20 AM
I'm imagining - Press a specific key to.. say.. Punch or swing an hatchet. The torso will lock in the current position and the weapons in the arms locked. The arm then swings out in front. This may takes a 2 seconds to execute. So it is only effective against an almost stationary target. Difficult to use in fact. And it adds heat.
Hand actuators cause more damage in a punch.
What do you think?
Edited by Atlasian, 28 January 2015 - 12:39 AM.
#7
Posted 28 January 2015 - 12:35 AM
I think many of us will remember computer games that implemented melee very poorly, like Jedi Knight 1 & 2, where light saber combat became more like jousting. Melee also looks ridiculous in FPS games like Counter Strike, where people are circle strafing and slashing their knives through the air.
Can anyone come up with examples of a multiplayer FPS that did melee the way we want to see it in MWO?
#8
Posted 28 January 2015 - 01:07 AM
#9
Posted 26 February 2015 - 11:07 AM
#10
Posted 26 February 2015 - 11:30 AM
#11
Posted 26 February 2015 - 11:34 AM
#12
Posted 26 February 2015 - 11:35 AM
Alistair Winter, on 28 January 2015 - 12:35 AM, said:
I think many of us will remember computer games that implemented melee very poorly, like Jedi Knight 1 & 2, where light saber combat became more like jousting. Melee also looks ridiculous in FPS games like Counter Strike, where people are circle strafing and slashing their knives through the air.
Can anyone come up with examples of a multiplayer FPS that did melee the way we want to see it in MWO?
I'm thinking of games like Chivalry: Medieval Warfare which is basically pure melee.
In another thread I proposed using a key modifier that would allow a mouse swing to perform a melee strike in that direction and this is basically the system that is implemented by Chivalry. It should be clumsier and more uncertain to use in MWO but with a chance for some great rewards if the strike connects.
While using the modifier key it would be impossible to fire other weapons and following a strike there should be a 1-2 second cooldown during which your mech regains its balance. During that time no other melee attacks could be performed and weapons fire should have erratic accuracy.
#13
Posted 26 February 2015 - 11:39 AM
Burktross, on 27 January 2015 - 05:00 PM, said:
This!!
Mechs with at least one real hand/claw will rule!!! Most mechs without hand/claws didnt do much melee combat in the Battletech books.
Edited by mogs01gt, 26 February 2015 - 11:40 AM.
#14
Posted 26 February 2015 - 11:42 AM
mogs01gt, on 26 February 2015 - 11:39 AM, said:
Mechs with at least one real hand/claw will rule!!! Most mechs without hand/claws didnt do much melee combat in the Battletech books.
Yen Lo Wang double tap! Claw at you opponent and they smack 'em point blank with a AC20 shell!
#15
Posted 26 February 2015 - 11:49 AM
They should put some strict limits on how its used so it can't be spammed or abused. Like time lockouts and self damage if you're not using a melee weapon but kicking or punching. Also the damage won't be that reasonable unless you're using an axe or club, so there is an obvious trade off. If you get close enough to melee, the enemy is obviously going to get a number of free weapon shots.
Like maybe a punch could do random 1-8 damage, a kick do slightly more, a weapon won't go above 15-20, but has more critical chances etc. And you have to be at point blank range. So everyones going to deal with the tradeoff, but can always do damage of some type as long as they have an arm or two legs.
I guess you could enter a one legged locust into an ass kicking contest, but I'd only expect it to fall over.
#17
#18
Posted 26 February 2015 - 12:43 PM
PowerOfNapes, on 26 February 2015 - 11:42 AM, said:
This was a reason why the Shadowhawk was such a great mech in the Battletech novels.. It had range dominance, UAC5 + LRMs, then it could jump on your face in melee range.
I never read if Cents ever did that in the books.
Edited by mogs01gt, 26 February 2015 - 12:44 PM.
#19
Posted 26 February 2015 - 12:46 PM
mogs01gt, on 26 February 2015 - 12:43 PM, said:
I never read if Cents ever did that in the books.
Well they didn't jump... but they could get in your face, and wreak you with that big gun of theirs....
#20
Posted 26 February 2015 - 05:26 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users