Bradigus, on 15 November 2016 - 08:31 AM, said:
As Russ himself has mentioned, they have no plans of introducing new weapons for a long, long time.
So, yeah.
Welp, there goes all my scribbling about how to do melee weapons.
Frankly, I think rigging the animations would probably be harder than managing the numbers for the mechanics of hatchets and fists (where applicable).
Kicks would probably involve some kind of movement cooldown, but going back through all the mechs and setting up the relevant animations for it seems like the most prohibitive part.
Look how long it's taking for Lauren to go back and retrofit camps on older chassis. That's not to fault her at all. She's a pro, and she does good work. It's also the case that stuff like that takes time to do. I think that would be the killer for and entire new kick and punch system: the time to rig all the mechs for it.
For something like a hatchet on a Hatchetman, the animations would be built-in with the mech to start, and the weapon values like range and damage would make it more or less a funky point-blank AC or something at the point of impact where the reticle was when the action was triggered.
That said, "no new weapons" is pretty straightforward. Unless there's sneakiness in play.
That's enough daydreaming for today, I think.
Edit: spelling
Edited by Virlutris, 15 November 2016 - 09:36 AM.