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How Would You Implement Melee?

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#41 Ovion

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Posted 25 January 2015 - 06:44 PM

Why no chicken walkers though?
Chickens can kick! :P

I want to kick something in the shins with my locust dammit!

#42 Bartholomew bartholomew

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Posted 25 January 2015 - 06:45 PM

When i have seen chickens kick it was up in the air. They don't do that on the ground. At least that I have seen.

#43 Ted Wayz

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Posted 25 January 2015 - 06:47 PM

Module with activation and cool down. Then it could be implemented without collisions, because an effective collision system is a pipe dream.

#44 Alistair Winter

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Posted 25 January 2015 - 10:38 PM

View PostBurktross, on 25 January 2015 - 03:54 PM, said:

We should, by this logic, apply the same suggestion for traditional weapons as well. It looks dumb when an AC/fourmillion Dire Wolf unloads into the heavens as we leave dropzones.

It's not really that common in either MWO or other FPS games, compared to the phenomenon I'm talking about.

#45 Ace Selin

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Posted 26 January 2015 - 12:27 AM

Leave melee/collisions out of the game.
Focus on more maps, mechs and other bugs.

#46 N a p e s

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Posted 26 January 2015 - 08:10 AM

View PostAce Selin, on 26 January 2015 - 12:27 AM, said:

Leave melee/collisions out of the game.
Focus on more maps, mechs and other bugs.


Collisions at the very least should be in game. Melee is a far off dream that I hope PGI can implement some day but I'm not gonna throw a fit if they don't get around to it because it will certainly be a lot of work.

#47 Trashhead

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Posted 01 February 2015 - 03:16 PM

My approach:

- give us a key to toggle between normal combat and H2H (Hand-to-hand);
if engaged, left and right mouse button will serves as "Punch left" an "Punch right".
Also, mechs that have any special features (like the clamps of the King Crab) will set them up for H2H.
The King Crab, for instance, will close their clamps (if they are open).

- Damage dealt depends on the mass of the puncher vs. mass of the target.
how many depends on how the weight difference puncher vs target
(i have not worked up any model for that, as i just want to get the idea of my chest right now)

- Punching will eat away the armor of the Arms itself
how many depends on how the weight difference puncher vs target
If the armor is gone, internal components will begin to take damage (for the King Crab i would suggest that the clamps will fall of, leaving the Cannons exposed).
If the arm has no Fists or similar features, and weapons are extending, those weapons will take damage IMMEDIATELY (compare Awesome Left arm vs right arm).
(-> this is to avoid Punch-Spamming)

- certain mechs are better at H2H then others.
Quirk them accordingly (Atlas, for instance)
I am uncertain about the King Crab; while it has Clamps that can be closed, and they sure look like they were made for H2H, i think they should in no way be better then the Atlases Fists.

- Punches will land where ever the arm is aiming at.
think of it as firing a weapon mounted in that arm, but with very very short range.

- Cooldown:
based on how light the mech in question is.
The lighter, the faster it can punch again (but, as mentioned above, it will also take damage itself faster, as it could strike more often)

- regarding Kicking:
third mouse-button ?
Only when the mech doing the kicking is standing still (or going VERY slow; but maybe standing still would be better)
Otherwise same damage model as with the arms.
(I think we can go without kicking, if this proves to be to complicated)


Sorry for not giving any detailed and elaborated numbers, but i just wanted to get this of my chest and... *looks at the clock* ... i am late for bed, anyway. O_O





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