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Mech Hands


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#61 Xarian

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Posted 16 March 2014 - 02:00 PM

View PostKhobai, on 16 March 2014 - 01:54 PM, said:


clearly you know nothing about animation.

You're hereby invited to support your post with evidence rather than a dogmatic assertion that I don't know anything.

This isn't the 1920s. Do you think they have to draw every frame by hand and film the mechs punching each other with cellulose film and flashing lights?

#62 Khobai

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Posted 16 March 2014 - 02:07 PM

Quote

You're hereby invited to support your post with evidence rather than a dogmatic assertion that I don't know anything.

This isn't the 1920s. Do you think they have to draw every frame by hand and film the mechs punching each other with cellulose film and flashing lights?


I dont have to post evidence. Its obvious youre wrong. The current mechs were not designed with punching in mind. Adding punching animations to existing mechs would require a complete redesign of the arms for most mechs. It also involves completely redoing the weapon hardpoints and animation skeletons for the mechs. Its incredibly time consuming and simply is not going to happen ever.

The only chance we have of seeing a melee mech is if the mech is designed with melee in mind from the start: like the hatchetman.

#63 Trauglodyte

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Posted 16 March 2014 - 03:01 PM

Quote

2) Make capturing points an 'uplinking' ability in wich mechs have to actually interact with a station to capture it. This could be a simple animation of a mech going up and nose bumping something on one of the oil platforms. However give mechs with hands a faster rate of capture, or just simply give mechs without hands a slower rate of capture. This would be especially beneficial for light mechs since often the commando isnt used and it would give people a reason to play it more.


I read this and all that I could think about was a bunch of mechs interlinked via their hands all singing Kumbayah!

#64 Raggedyman

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Posted 16 March 2014 - 03:08 PM

The Axman is a wonderful mech, if they could make melee work it would be phenomenal and the last missing element of the tabletop combat.

#65 FupDup

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Posted 16 March 2014 - 04:13 PM

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#66 Grey Rabbit

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Posted 16 March 2014 - 04:31 PM

Although I do like the idea of melee combat, I think that it may be a bit disappointing in a game like this. I wouldn't mind DFA's do do damage. I stomp on heads in a QKD all the time. I think that some of the other ideas may be a bit too much. Ammo reloading would seem a bit arcade-ish, for example

Why would want to bring a fist to a gun fight?

#67 SerratedBlaze

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Posted 16 March 2014 - 09:40 PM

I agree that making the animations shouldn't be too hard, but also agree that PGI wouldn't be able to do it in a timeframe worth getting excited about. I like the charging idea that doesn't give increased speed and has maneuverability penalties to offset collision penalties.

My suggestion for punches would be deals 2-5 damage per punch to enemy and 3/4 to the arm that is punching. The arm would first take 75% of that damage to the hand and transfer the rest of the damage 50/50 between internal armor and components, first to the lower arm, then to the rest evenly. I don't like random anything in this game so something like this would be fine for establishing anti-spam in punching. Hands would mean you can do it more often, and more safely. Lower arms should are the same, though I realllly think a catapult or jeager "punching" is rediculous.

Kicks should certainly have a chance to fall, if a medium lands on an assault and both are knocked down, thats worth it for the team shooting the downed assault. Knockdowns aren't fun to receive though. 40damage for a kick as proposed above is rediculous imo, they should do some damage and it can be significant but no so much in this game. It should be more about the knockdown.

Finally picking up and arm as a club is awesome, Or being able to grapple mechs would be cool for the offender too. Imagine a Victor holding an ember by the shoulder and shoving its AC/20 into the lights face point blank.Who needs to use the energy hardpoints then?

#68 Bobzilla

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Posted 17 March 2014 - 10:48 AM

There is no reason it couldn't exsist in the game if implimented properly.
If you think it seems silly, some people think its silly not having it.

The main reason it should be implimented is the same reason anything should be implimented. People want it.

To say you are totally against it seems just crazy without knowing it, are you still eating baby food because you didn't want to try any new foods?
To say you are totally for it is also crazy, given you wouldn't know how it would be implimented, Marmite seems good, Nope!

Either way, more complexity, options and depth is always a good thing for me so i'd be for it. I also imagined puches and kicks being like the charge on the gauss, but will fire when the charge is over, pulling back then hitting. Negative's for misses and potential self damage when hitting, but overall not doing all that much damage to the target.

#69 Szegedin

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Posted 17 March 2014 - 10:55 AM

My ping is typically in the low 40's, but I often bounce and rubberband and teleport around when I get very close to another mech...

If I took random punch and kick damage while that was happening I would be very displeased.

melee and hand usage would be a neat addition to a singleplayer mechwarrior, but i feel like the multiplayer experience is too chaotic and finicky to have it be a satisfying addition.





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