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Battletech Melee Weapons


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Poll: BattleTech melee weapons (498 member(s) have cast votes)

Should there be BattleTech melee weapons

  1. Yes (424 votes [85.14%] - View)

    Percentage of vote: 85.14%

  2. No (74 votes [14.86%] - View)

    Percentage of vote: 14.86%

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#141 NotMyIfurita

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Posted 25 October 2014 - 06:28 AM

I like the idea of a hardpoint for hatchets and other melee weapons, but melee shouldn't be in the game unless the basics (punch and kick) are in. An Axeman will mess you up with that axe, but he still needs to think about it before he loses a leg to an Atlas's kick. Melee will make the Assaults the terrors they should be, so I sure hope we see it!

Edited by NotMyIfurita, 25 October 2014 - 06:29 AM.


#142 Burktross

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Posted 25 October 2014 - 10:51 AM

View PostStardancer01, on 21 November 2012 - 03:41 PM, said:

I voted no, because allow I would like to see a bonus to trip chance & ram damage I would defiantly not want a press button swing weapon. If you want that go play sky rim

Battletech canon, m8.

#143 EAP10

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Posted 01 February 2015 - 07:29 AM

What about something like this: for punching, you press a button to activate 'melee' mode, and the left mouse button is to move your left arm, and the right mouse button is to move your right arm. Going into melee mode would also deactivate your weapons. Punching would be like: EX. Atlas, you hold down left mouse button, elevate your cursor a bit, and move your mouse to the right to punch, therefore making it simple. You could only punch sideways though if you had lower arm actuators. If you didn't, just do the same thing but up and down. You could punch with arms that have hand actuators and arms that dont, but with arms that don't when you hit something there is a chance of destroying the weapon(s) in that arm. Maybe special types of melee damage such as impalement damage and just normal physical damage. Ex. If a awesome punched a Jager with its ppc arm, it would do impalement damage to the inner torso, and also might destroy the ppc. If the Jager hit back by swinging its barrels downwards, it would do normal physical damage and the barrels would have a chance of breaking.

Just ask me any questions about this if you are unsure about what I mean.

#144 B8hunter

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Posted 10 April 2015 - 01:43 PM

View PostEAP10, on 01 February 2015 - 07:29 AM, said:

What about something like this: for punching, you press a button to activate 'melee' mode, and the left mouse button is to move your left arm, and the right mouse button is to move your right arm. Going into melee mode would also deactivate your weapons. Punching would be like: EX. Atlas, you hold down left mouse button, elevate your cursor a bit, and move your mouse to the right to punch, therefore making it simple. You could only punch sideways though if you had lower arm actuators. If you didn't, just do the same thing but up and down. You could punch with arms that have hand actuators and arms that dont, but with arms that don't when you hit something there is a chance of destroying the weapon(s) in that arm. Maybe special types of melee damage such as impalement damage and just normal physical damage. Ex. If a awesome punched a Jager with its ppc arm, it would do impalement damage to the inner torso, and also might destroy the ppc. If the Jager hit back by swinging its barrels downwards, it would do normal physical damage and the barrels would have a chance of breaking.

Just ask me any questions about this if you are unsure about what I mean.

I think I understand what you're saying, and I for one am a fan of your idea.

#145 Chuanhao

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Posted 12 April 2015 - 06:48 PM

Will we be able to get Virtual On, Gundam video games' level of arm movement? Or is the axman's axe hand going to just go up and down in one comical straight line? The former is too diffcult to implement. The latter is a bit too kiddish for me. Im happy to stay where we are. The axes, swords, can be deco. An axman with an axe strapped on the back is quite visually appealing.

#146 Astarot

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Posted 12 April 2015 - 06:59 PM

Just want to make a point. They don't even have collision damage properly set up. What makes you expect them to put in weapons that depends heavily on crunchy collision?

#147 Ialdabaoth

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Posted 13 April 2015 - 06:34 PM

You really just need a 'sword swing' animation, an 'axe swing' animation, and a 'roundhouse punch' animation; then have a hitscan weapon with a 5 to 10 meter range depending on your size (5 meters for lights, 6.5 meters for mediums, 7.5m for heavies and 10m for assaults).

#148 50 50

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Posted 19 April 2015 - 07:07 PM

It's an interesting question.

I'm interested in getting melee into the system primarily because I'd like to see and play as an Elemental and utilize their battleclaw attack.
My thoughts were that implementing a melee attack with something small like the Elementals would be a good stepping stone to test functionality and balance before moving onto melee attacks in a larger scale.

Charge attacks, Death from Above, Punches and Kicks would all need to be considered first before actual swords and axes. The melee weapons were not initially in the boxed game until the rules and equipment were expanded on later and my gut thought is that melee weapons should never be an item that can be equipped. They should only be available on very specific mechs such as the Hatchetman and Axeman where they are a permanent item and that's it.

If I recall correctly, in the table top if you were making a melee attack you could not use your weapons. This suggests that the pilot might need to toggle across into a advanced piloting mode which disables the weapon groups and allows melee attacks, or at the very least they take up their own weapon group and cannot be combined with other weapons.





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