Jump to content

Paul: Have You Tought About The Melee Weapons?


31 replies to this topic

#21 Rebas Kradd

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,969 posts

Posted 24 September 2014 - 10:36 AM

View PostThomasMarik, on 23 September 2014 - 11:20 AM, said:

Good to know one of the major mechanics in Battletech isn't even being considered at this point.

This is why people wonder if you have even heard of Battletech before.


Did you read his explanation at all, or do you just enjoy being unreasonable?

Edited by Rebas Kradd, 24 September 2014 - 10:36 AM.


#22 A Man In A Can

    Member

  • PipPipPipPipPipPipPipPip
  • 1,594 posts
  • LocationRetired

Posted 24 September 2014 - 05:27 PM

View PostPaul Inouye, on 23 September 2014 - 11:07 AM, said:

Melee weapons would require large amount of engineering/animation resources that we do not have at the moment. The biggest issues would be collisions and proper physics that would have to be replicated across the network.

Since day-1 of announcing MWO, we have stated that we have no plans for melee weapons and that is not about to change any time soon. But don't get us wrong, we're not against them in principle, it's just very tricky to implement technically. Mech collisions/knockdowns would be in development before melee would even be considered at this point.

Thank you for being clear about why this feature is not able to be implemented yet. Much appreciated. Will ask about it again in a year or two.

#23 Impyrium

    Member

  • PipPipPipPipPipPipPipPipPip
  • The God
  • The God
  • 2,104 posts
  • LocationSouth Australia

Posted 24 September 2014 - 05:53 PM

View PostThomasMarik, on 23 September 2014 - 11:20 AM, said:

Good to know one of the major mechanics in Battletech isn't even being considered at this point.

This is why people wonder if you have even heard of Battletech before.


This is why developers wonder if players will ever understand how a game is developed and the limitations that entail.

Edited by AUSwarrior24, 24 September 2014 - 05:53 PM.


#24 PANZERKAT

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • 346 posts
  • LocationToronto, Ontario

Posted 24 September 2014 - 09:00 PM

If war thunder can cobble together physics and collision with damage, so can you.

#25 Mazerius

    Member

  • PipPipPipPipPip
  • 135 posts
  • LocationIn Your Periphery Stealin Your Planets

Posted 24 September 2014 - 09:49 PM

Melee in battletech never made a lot of sense to me :P "Lets make a giant robot and cram it with loads of high powered longish range weaponry!!.....Oh and lets add a giant axe for sh*ts and giggles" Just the shear mechanical hurdles theyd need to overcome to make it work would be near impossible with the general lack of technical know how in the IS after the wars.
But meh I guess some people really really liked rockem sockem robots ;)

#26 Corbon Zackery

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 1,363 posts

Posted 24 September 2014 - 10:14 PM

There are 3 basic computer mechanics that would be discussed with melee weapons.

1. Would be the Click and action: This is the simplest mechanic that is used in any first person shooter were you would click a mouse button, and a knife or dagger strike happens. If this method is selected then you would lose your weapons for that arm they would all go into recharge mode. Then there would be a cool down period for the arm to reset.

Mechs with hand actuators could do a punch attack. This would be the fastest recharge time and least amount of damage. Yes if you have a LA and RA with hand actuators you could do a double punch.

Mechs with Hatchets, and swords and ax would have a slower recharge time. You would also lose the use of any arm weapons as they would go into full recharge Trade off would be extra damage.

2. Would be a hold key swing. Were you would hold the button, and then have several geometric swings that could be done based on mouse movement. This is popular mechanic used in popular computer game such as Elder scrolls. While the mouse button is clicked all weapons would be disabled in that arm. Swing speed is varied based on weapon being used.

3. Would be a simple key press: This is a fully automated response much like a air or arty strike the key is pressed and the system automatically goes trough the motion of the swing. Will use a kick as a example. The E key is pressed, and your mech automatically kicks with your leg during the process your speed is reduced to 40kph as if your mech had a damaged leg. Until the cool down is expired this makes kicks risky dangerous moves that might result in more damage than its worth. This is a dangerous mechanic to add due to friendly fire close in deployment might result in this mechanic being exploited by team killers. Yet it could be deadly to lights who stray to close to a mech. Creating a buffer area were a light mech can't go because a 100ton Atlas would crush his leg like a child breaking a twig.

This is not a new topic its been talked about in closed beta and open beta test phase do to certain popular mechs such as the Hatchet-man, Ax-man, Black-knight.

#27 SlimeVoxel

    Rookie

  • Survivor
  • 2 posts

Posted 29 September 2015 - 11:48 PM

What about something simpler, linear ballistic piledrivers, like in Chromehounds? To be fun for gameplay, it doesn't need to be flashy. Punching and kicking and swinging of detached arms like bats and the ability of mechs with full arms and hands to do uniquely human movements or having an atlas catch a passing jenner and just actually junkyard crush it would be very very (really extremely indescribably) cool, but you can add melee as a meta-disruptor / just a gameplay alternative without it being super flashy or particularly physics intensive :o

#28 Signal27

    Member

  • PipPipPipPipPipPipPip
  • 956 posts

Posted 29 September 2015 - 11:54 PM

Posted Image
You realize you're responding to a thread that was made a year ago, right?

Edited by Signal27, 29 September 2015 - 11:55 PM.


#29 ArchMage Sparrowhawk

    Member

  • PipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 722 posts

Posted 30 September 2015 - 12:32 AM

View PostGrey Ghost, on 24 September 2014 - 02:39 AM, said:

Let the I.S. Mechs have the option to remove Hand Actuators. Since they will continue to do nothing for the foreseeable future, except waste valuable Crit space.

I figured out how to get my Atlas to give people the finger.

#30 SlimeVoxel

    Rookie

  • Survivor
  • 2 posts

Posted 04 October 2015 - 02:50 AM

View PostSignal27, on 29 September 2015 - 11:54 PM, said:

Posted Image
You realize you're responding to a thread that was made a year ago, right?

melee has not yet been implemented

#31 Jaeger Gonzo

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,219 posts

Posted 04 October 2015 - 03:20 AM

Yeah year passed, yet still we not have damn collisions.

#32 Narcissistic Martyr

    Member

  • PipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 4,242 posts
  • LocationLouisville, KY

Posted 04 October 2015 - 12:54 PM

View PostStefka Kerensky, on 24 September 2014 - 02:53 AM, said:

Mech collisions should be easy to implement, so we could have "charge" and "dfa" features.

But I don't know if we'll ever have these... they are too battletech-ish for pgi....


Yeah.... they had knockdowns in closed beta. There are serious netcode issues that make mechs warp and move all over causing their hitboxes to not be in the same place on everyone's screens.

It is my opinion that the ability to knock over trees and stuff was added to allow them to work on the back end net code that would let them add collisions, knock down, and eventually melee into the game.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users