Hatchetman Arrives On The Battlefield
#41
Posted 21 January 2015 - 12:17 PM
MELEE FOR THE GAMEPLAY.
#42
Posted 21 January 2015 - 12:21 PM
Escef, on 20 January 2015 - 07:20 PM, said:
Dude, I would love to have the Chameleon. People gush about the Phoenix Hawk, but neglect the fact that the Chameleon is better armed, has more robust structure, has better armor placement in TT, and the same speed.
And it's the first mech piloted by me in TT.
Looooooong time ago..... awwwwww
#43
Posted 21 January 2015 - 12:39 PM
Dawnstealer, on 20 January 2015 - 05:21 PM, said:
Only YOU can make HATCHETMAN happen.
Sure, if I get a Berserker. 100 tons of axe-wielding fun!...with MASC
#45
Posted 21 January 2015 - 08:48 PM
#46
Posted 21 January 2015 - 08:57 PM
DjPush, on 21 January 2015 - 08:48 PM, said:
The first axe mechs were urban specialists, long range isn't much of a thing there (though the AC10 helps out at range when it does happen). The scary ones are fast, though. Especially the 100-ton Berzerker, by MWO standards it can hit 89 kph in short bursts, has ECM, 3 big energy weapons (2xLPL, 1xERPPC stock) and carries a hatchet that hits like an AC20. (The Triple Strength Myomer version is just as fast, and the hatchet hits twice as hard.)
#47
Posted 21 January 2015 - 08:58 PM
Seems fair right?
#48
Posted 05 February 2016 - 10:30 AM
...because there should be.
#49
Posted 05 February 2016 - 10:31 AM
Sad but true - Piranha's not going to open the melee combat can-of-worms pretty much ever, and without melee, a Hatchetman is just a Man.
#50
Posted 05 February 2016 - 10:45 AM
#51
Posted 05 February 2016 - 11:09 AM
Honestly if I were a Hatchetfan, I wouldn't accept an axeless facsimile. Heh, maybe if you get to a hundred pages and seven hundred days this time, you can convince some Piranha animators to set up an animation rig specifically for axe 'Mechs. General melee is going to be pretty much off the table forever, methinks, but it might be on the very outside edge of possible to convince Piranha to do melee-weapon specialists the same way they do M.A.S.C. units.
Probably not. But if ye're shooting for the Hatchetman, ye may as well shoot for the moon.
#52
Posted 05 February 2016 - 12:41 PM
That being said, it's the only possible HCT at this point, although the -5S is in-timeline... since we lack melee.
It really is something worth doing, though. Melee is basically a very short-range, universal weapon to all 'Mechs in some degree, with hatchet/sword types having that little something extra.
#53
Posted 05 February 2016 - 12:50 PM
YUS melee was fun in TT days and I think would make big stompy robots feel like... big stompy robots, instead of legged tanks we have now.
#54
Posted 05 February 2016 - 01:18 PM
kf envy, on 21 January 2015 - 10:37 AM, said:
Wha
So now adding new mech is on par with adding a mechnic they are having trouble with?
Did you not read anything this thread had in it? Its currently 3 pages of melee talk and why it wont work.
Settle down bud, Having elementals, axeman, hetchetmen is one thing but having Claws on mechs THAT ACTUALLY WORK is a whole other ball of wax.
#55
Posted 05 February 2016 - 01:31 PM
#56
Posted 05 February 2016 - 01:33 PM
It's a very short-range "shot". If you really wanted to, you could even do an anime-style "weapon trail effect" to represent a punch or kick vs. doing full animations. Although speaking of the Kodiak, it's claws are purely cosmetic...though there are rules for damaging claws in the game.
I get the feeling that melee weapons would be "hardwired" into a 'Mech, much like MASC for MWO's purposes as it might be tougher to do otherwise.
#57
Posted 05 February 2016 - 01:49 PM
They'd have to rerig every single 'Mech in the game to allow for bare-fist combat, and let's be realistic once more - Piranha is not going to rerig every 'Mech in the game. You might be able to make a case for some new rigging for melee-weapon 'Mechs like the Hatchetman, and keeping melee weapons/attacks exclusive to those 'Mechs as a sort of cool niche trick (and a nod to the fact that the Clans hate physical combat while the Sphere are too caveman to not go in for physical combat), but you're pretty much flat never going to see a general melee system because it'd either be immersion-breaking ugly-as-sin 'Mech Hadoukens, or they'd have to redo their 'Mech animation system from the ground up.
Sucks, but it is what it is.
#58
Posted 05 February 2016 - 01:53 PM
Saw a YouTube video its time frame was back in beta days (I think)
These players had stripped the weapons off this Mech and they were taking turns knocking it down
They were laughing it up but I am pretty sure the other player did not think it was so funny
Pretty pitiful display
Knock downs would not add anything to the game
#59
Posted 05 February 2016 - 03:01 PM
Quote
You don't. You simply show it like this:
instead of doing a full arm animation. (Well, depending on the 'Mech that'd be smaller)
Same thing with kicks. If you "hardwire" melee weapons, that'll mean they're rigged properly from day 1 on the 'Mechs that come with them.
Quote
Ah, Goons <3 Paul. A classic, and it was done to show Paul how badly the then-current system was broken.
Rather than fix it, he removed knockdowns entirely.
#60
Posted 05 February 2016 - 03:22 PM
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