Mech Fu
#1
Posted 28 October 2014 - 03:08 PM
Certain mechs, such as the Hatchetman, could be given hand-to-hand quirks and weapon slots, and weapon modules could be specific to hand-to-hand. Imagine selecting your first Hatchet from the c-bill store.
And achievements could be based around hand-to-hand.
Much easier solution than trying to incorporate hand-to-hand that works for all mechs all the time.
#2
Posted 28 October 2014 - 03:16 PM
Plus, I don't think it's actually a good idea to have melee weapons as ton/critless modules.
#3
Posted 28 October 2014 - 03:24 PM
The issues from that would be visuals. It's not just a projectile flying out (then again, Chrome Hounds did have those pile driver things, but those aren't hatchets) it would be your mech throwing a punch, kick or swing.
It would look weird, not to mention when you get close, the rubberbandings gets pretty insane.
#6
Posted 28 October 2014 - 03:53 PM
Scratx, on 28 October 2014 - 03:16 PM, said:
Plus, I don't think it's actually a good idea to have melee weapons as ton/critless modules.
You can melee without weapons. It wasn't until pretty far into BT development that they added the Hatchetman and later the Axeman which started the whole melee weapon thing. Before that it was punches, kicks, charging, and DFA. Punching was a major part of a Mech's arsenal, and it was kind of a big deal to have hand actuators for that reason.
#7
Posted 28 October 2014 - 03:58 PM
CocoaJin, on 28 October 2014 - 03:43 PM, said:
Considering SLDF-era neuro-helmets, that would allow for more intricate melee fighting, are about as rare as hen's teeth, and mech punches and kicks would be scripted into the control systems... yes.
Yes, I know, clanner neuro-helmets would be more advanced than SLDF designs. But clanners shun mech melee combat as a rule so the advantage is moot.
Edited by Firelizard, 28 October 2014 - 03:59 PM.
#8
Posted 28 October 2014 - 04:00 PM
#9
Posted 28 October 2014 - 04:02 PM
StraferX, on 28 October 2014 - 04:00 PM, said:
I'd rather use the claw that YLW should have, tear said Atlas to ribbons, go home, and eat tacos.
#10
Posted 28 October 2014 - 04:08 PM
#11
Posted 28 October 2014 - 04:37 PM
KamikazeRat, on 28 October 2014 - 04:08 PM, said:
Not entirely. Knockdowns were a problem because it was possible to 'stunlock' someone by exploiting it. Here, if someone gets in your face and tries to pound on you, you can at least retaliate with kicks, or punches of your own if you have hands.
This is assuming we ever get the capability.
#12
Posted 28 October 2014 - 04:42 PM
The concept or implementation isn't what is holding it back. It is that PGI has stated that they won't do it unless they can make it feel like an organic/natural part of the game both in mechanics and in looks. They don't want it to look like Rockem sockem robots.
#13
Posted 28 October 2014 - 06:19 PM
Firelizard, on 28 October 2014 - 04:02 PM, said:
Damn you Firelizard... you mentioned taco's... and I've been too into Rainbow Rocks lately.
[if you know MLP references, and are following current trends, you know what I'm getting at.]
But yes, YLW claw would be amazing.
#14
Posted 28 October 2014 - 07:12 PM
If you bought a melee weapon it would take up crit space and could be lost.
Only talking about punching, and since it is on a cool down it is only one arm which if lost negates the ability.
Trying to get around many of the issues of programming all out melee by making it an activate/cool down mechanic. It would make sense that like a pile driver it would take time to recharge the pressure in the hydraulics.
Pretty sure this is doable. Add in mech shake (mechanic taken from AC hits) and it could make for interesting times in the tunnels of Forest Colony.
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