Edited by naterist, 17 September 2016 - 03:03 PM.
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Melee Implementation Eureka Moment
Started by naterist, Sep 17 2016 03:01 PM
2 replies to this topic
#1
Posted 17 September 2016 - 03:01 PM
I was sitting here, thinking about melle dammage, and maybe to somewhat simulate a type of melee damage, mechs with arms could get an increased collision damage, but only for arms. Like if a mech gets close and hits at ramming speed, and arm movement speed is added to physical speed, itll do more damage, so a pilot running at you with armlock off and arms moving all over the place will do a bit more damage than just running up to a mech and headbutting it. And mechs with arm weapons like the kodiaks claws could be quirked for plus 10% ramming damage l and r arms , and minus 10percent ramming damage to self l and r arms. Im thinking that may be an easier way to do melee with the code already in the game, not that i know much about making games, but its an idea.
#2
Posted 19 September 2016 - 12:47 AM
Just make a Fixed Weapon with CD and a keybind assignment for a short range weapon of like let's say 10-25m depending on mech size and everytime you hit let's say keybound to G all your weapons go on CD and you do an arm animation and you did weight / 5 dmg to target so a 25 ton mech punches only does 5dmg to let's say the leg of a target mech, but at the same time all his weapons go on CD for 5secs just like in tabletop.. cant shoot and melee at the same time
#3
Posted 19 September 2016 - 03:30 AM
Melee is an end of round action. Any mech can kick. Roll pilot check not to fall. A punch or melee weapon can be used if no weapons in that arm were triggered. Torso and alternate arm weapons can be used.
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