What you people need to remember is that this game is not a pioneering game, it is a concept that has been developed since the original launch of the Mechwarrior PC game. It's First Person Tank Combat Design is Necessary and Inevitable.
Those who can't understand that,need to spend more time watching the Military Channel, and less time in the dadgum Battletech Wiki!
For the last few months, I've seen waves of threads and posts regarding Melee Combat.
Yes, Melee Combat is part of the Table Top.
Yes, Melee Combat is documented in many novels that are considered Canon.
Melee Combat is not something that the current build can support.
And for those of you that keep quoting Tabletop rules, I'd like to point out that Monopoly says that I can buy property for $120 and build a house on it for $60. It's an extreme point of view, but I hope that you can understand why I say that Tabletop rules Do Not Apply to Mechwarrior Online.
TableTop Rules are a Guideline for Balance, NOT THE RULESET!
This is not about Canon or Realism, this is about Practicality of Programming and Realtime PC Gameplay.
Even if you disregard that trying to implement melee in any capacity would take (potentially) millions of dollars to concept, program, balance, and animate, it still wouldn't fit with the current target style that has become Mechwarrior for the PC.
If you've seen the videos from Beta, you will notice that MWO plays a lot like Mechwarrior 4. There are a few differences, but the concept is the same: Massive lumbering machines in First Person tank-esque combat.
For all of you people that are pining for Mechs going prone, rolling, side stepping, or doing dadgum Backflips, or any other types of acrobatics that only fits in something out of a bad Japanese Battletech ripoff, please, just let it go.
If an Atlas only travels at 45kph with a torso rotation of a few meters per second, how fast do you think it can swing a fist?
With a First Person Engine, how would you implement freeform combat? This ain't Batman: Arkham City meets Call of Duty.
In the end, the best melee combat expansions that I can see are: Kneeling (slowly), and Skyrim style FPS swinging.
Melee should be largely ineffective (or outlandish) except as a last resort if you are out of ammo, out of weapons, or out of any other options. Consider it a "Fixing Bayonets" option.
A well-placed weapon shot against your mech will set you on your tail, so will a ramming collision, so your tarded (no "re") Axeman will be eating Core Smoke since you decided to load out like a Tard-of-War by bringing an 20 ton Axe to a Cannon fight, when you could have had an AC20 instead.
This generation is so dadgum spoiled and lazy that they wouldn't know anything about Game Design and Programming if it walked up and snapped them in their little pink bras.
There, now you know how I feel.
Edit: Update: After 5 pages of the Tabletoppers all screaming the same thing that they do on every thread; understand that what I am talking about is not how it works in Tabletop. It's that the current game cannot support it without being simplied, clumsy First Person Melee combat.
To break it down Barney Style: You'd be looking at Melee combat that would remind you of Elder Scrolls, not Batman: Arkham Asylum. So no "Death from above, put my fist into the cockpit, do a bodyslam-barrelroll-backbreaker-of-doom, and then roll out!"
To break it down SUPER BARNEY STYLE: I'm not saying that Melee can't be done, I am saying that Stylized Freeform Action Melee Combat Sequences aren't an option.
Edited by Syllogy, 29 July 2012 - 10:51 PM.