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Making Hand Actuators Worth Something


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#21 Helsbane

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Posted 06 October 2015 - 09:42 AM

View PostKhobai, on 06 October 2015 - 08:04 AM, said:

hand actuators should work like one-use missiles where you can launch your hand at an enemy mech and do like 10 damage.


Shogun Warrior attack feature!

#22 Deathlike

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Posted 06 October 2015 - 10:12 AM

AFAIK, the only mech with crazy hand actuators that affect hitboxes greatly happen to be the Maddog.. unfortunately it's limited to the Maddog-B.

It's not really worth much outside of crit buffering in general.

#23 Levi Porphyrogenitus

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Posted 06 October 2015 - 12:49 PM

Hand actuators will matter when one of two things happens.

1st, if we ever get a full critical hit system, they'll serve to protect anything mounted in the arm.

2nd, and far more interesting, if there's ever a hand-to-hand or Solaris VII update, hand actuators should let you do extra damage with a CC attack. I'd say, let every mech with a LAA punch for tonnage/20 damage. Let every mech with both a LAA and a HA punch for tonnage/10 damage. Let mechs with Hatchets and other CC weapons hit for tonnage/5 damage.

#24 Alistair Winter

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Posted 06 October 2015 - 12:54 PM

Hand actuators will let you stand up faster after being knocked down.

In 2019.

#25 wanderer

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Posted 06 October 2015 - 01:47 PM

Honestly, they should be "melee hardpoints" treated as weapons. Hit fire, rest of arm weapons go to a brief cooldown, fist swings towards arm crosshairs. If the "shot" collides, appropriate damage. Zero heat.

Violent combat robots that cannot into punch need a revamp.

#26 Errinovar

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Posted 07 October 2015 - 02:25 AM

Well the YLW had titanium spikes on its hand and it was treated as a hatchet. In lore Justin Allard actually killed another pilot by using the nails to rupture the engine causing a fusion explosion.
That said, I'm not arguing for melee attacks because I think that it is beyond the scope of the game, however hand actuators means that it is a fully functioning hand, able to grasp and hold things and assist in climbing steep slopes. This is why I think that this would be a good way to bring some functionality into a slot that right now just wastes space to reflect lore that actually isn't implemented.

#27 Mazzyplz

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Posted 07 October 2015 - 02:47 AM

hand should allow a mech to hold a mech of a lighter tonnage in a powerful grip so they can't twist or move; and then you let the torso weaps rip on their ct

the hand should also make you able to punch;

so if your mech has two hands you cn do this

Posted Image

Edited by Mazzyplz, 07 October 2015 - 02:50 AM.


#28 kapusta11

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Posted 07 October 2015 - 05:41 AM

I know how to make hand and lower arms actuators useful for IS - make them optional.

#29 Mazzyplz

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Posted 07 October 2015 - 07:36 AM

View Postkapusta11, on 07 October 2015 - 05:41 AM, said:

I know how to make hand and lower arms actuators useful for IS - make them optional.


who would ever opt to have them though?

better to just remove them completely if this is what you're going to propose

#30 ColourfulConfetti

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Posted 07 October 2015 - 07:43 AM

View Postkapusta11, on 07 October 2015 - 05:41 AM, said:

I know how to make hand and lower arms actuators useful for IS - make them optional.


Actually not a bad idea. That small change could breathe new life into a few neglected IS mechs.
As of now, hand actuators have little purpose and giving them purpose would probably involve melee combat. That won't happen, PGI doesn't have the resources to do that. Best to just make them optional for now.

Edited by PalmaRoma, 07 October 2015 - 07:46 AM.


#31 Lucian Nostra

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Posted 07 October 2015 - 07:55 AM

View PostAlistair Winter, on 06 October 2015 - 12:54 PM, said:

Hand actuators will let you stand up faster after being knocked down.

In 2019.


Yeah they had apoint when knockdowns where around.. it did speed up the stand up process

#32 GreyNovember

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Posted 07 October 2015 - 07:58 AM

View PostKhobai, on 06 October 2015 - 08:04 AM, said:

hand actuators should work like one-use missiles where you can launch your hand at an enemy mech and do like 10 damage.


let's just do this and call it a day.

About the range of an SRM, only it's one rocket.

Done.

#33 SgtMagor

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Posted 07 October 2015 - 08:19 AM

been hoping for a long time for some type of melee ability, a simple punch, grab, function for hand actuators would really be kewl. add in a kick, DFA, collisions, and this would be the MechWarrior game I wanted.

#34 Tarl Cabot

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Posted 07 October 2015 - 08:20 AM

On the movement part, the ability to raise the entire arm to almost parallel to the ground, especially humanoid mechs.

#35 Khobai

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Posted 07 October 2015 - 08:49 AM

Quote

On the movement part, the ability to raise the entire arm to almost parallel to the ground, especially humanoid mechs.


why would hand actuators have anything to do with that. thats like from the wrist down.

it has nothing to do with shoulder or elbow movement

#36 RoboPatton

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Posted 07 October 2015 - 08:52 AM

View PostKhobai, on 06 October 2015 - 08:04 AM, said:

hand actuators should work like one-use missiles where you can launch your hand at an enemy mech and do like 10 damage.


Posted Image





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