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.
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 variables to tackle anyway, and really isn't necessary to bring back once we are able to deal melee damage due to it's potential stun-locking ability.