Odanan, on 22 August 2018 - 02:09 PM, said:
I hope it's fully functional melee weapons for MWO.
One can dream. That Hatchetman does look sweet.
You know, I always thought it might be possible to make a very simple straight chop swinging motion that just disables weapon firing for the animation, does a hit-scan in the animation arc, and throws some sparks while hurting like the dickens (for the victim, anyway), if it hits. I mean, they've already got the tech in to prevent more than 1 Gauss from firing in tandem with PPCs . . . therefore they should theoretically have the tech to prevent weapons fire while swinging melee. Animation wise, who'd care about clipping if we actually got Battlemech melee in?! I know I wouldn't.
Also, the same animation would work for any mech with an actual arm . . . and it becomes an actual perk for mechs with real arms. Sorry, Cicada, Locust, Catapult, etc. . . . you can't melee, but have some more baseline agility and/or structure quirks to compensate.
Granted, I know it's not as simple as that . . . but it's at least a solid starting point.
CycKath, on 22 August 2018 - 04:11 PM, said:
HBS are still clearly using MWO models mostly, but wonder if this will make PGI inclined to go later for IS designs, even though they still could use 3025 stuff for MW5.
I'd REALLY like to know who did the concept art and modelling. It certainly seems to fit Alex's MWO style. It seems like there had to be at least some collaboration between PGI and HBS.
HBS and PGI also already had a two-way relationship on art assets (PGI got vehicle assets from HBS for use in MW5), so it stands to reason that even if the Hatchetman is 100% HBS concept/modelling PGI could still get access to use it.