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What Current Mechs Have Canon Melee Variants?


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#21 Juodas Varnas

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Posted 15 October 2016 - 08:35 AM

View PostMcgral18, on 15 October 2016 - 08:34 AM, said:


And EIGHT MGs


#PGIPLZ

I'd use that robot with stock pods. 6 ERMLs, 8 MGs

It also has ECM.

#22 Mcgral18

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Posted 15 October 2016 - 08:50 AM

View PostJuodas Varnas, on 15 October 2016 - 08:35 AM, said:

It also has ECM.


Right, in the face

#23 martian

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Posted 15 October 2016 - 09:01 AM

All this is nice, but, well, I am not sure that this game will exist long enough for physical attacks be implemented in it ... Posted Image

#24 SuomiWarder

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Posted 15 October 2016 - 10:29 AM

Technically anything with a hand and full lower arm actuators has a melee attack in pen and paper BattleTech.

#25 Celesteel

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Posted 15 October 2016 - 10:40 AM

Bring on the "ROCK EM SOCK EM ROBOTS"! LOL

#26 Spheroid

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Posted 15 October 2016 - 11:24 AM

People have these fantasies of face humping enemy mechs at 10-15 meters and not getting killed before they get there. Did other weapons suddenly get removed from the game? A hatchet, sword or club all come with weight and slot requirements that come at the expense of something else. An Atlas or other top end heavy will simply be to slow to get into killing range even if using simple kicks or punches.

The only thing that would remotely viable is a huge engine heavy with triple strength myomer and boated torso mounted secondaries.

The Hatchetman or Nightsky are too frail and will be annihilated by standard weapons. Lights are too frail and will be legged and or destroyed even though they are able to close.

Melee is not compatible with meta. You are weakening the firing line and most likely blocking a shot as well.

Edited by Spheroid, 15 October 2016 - 01:42 PM.


#27 Thunder Child

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Posted 15 October 2016 - 11:57 AM

But, I want to Falcon Punch a Warhawk!
Posted Image

Edited by Thunder Child, 15 October 2016 - 11:59 AM.


#28 Angel of Annihilation

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Posted 15 October 2016 - 01:32 PM

Viper has a Configuration that mounts ECM and a Hatchet Posted Image

Edited by Viktor Drake, 15 October 2016 - 01:32 PM.


#29 Angel of Annihilation

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Posted 15 October 2016 - 01:36 PM

View PostSpheroid, on 15 October 2016 - 11:24 AM, said:

People have these fantasies of face humping enemy mechs at 10-15 meters and not getting killed before they get there. Did other weapons suddenly get removed from the game? A hatchet, sword or club all come with weight and slot requirement that come at the expense of something else. An Atlas or other top end heavy will simply be to slow to get into killing range even if using simple kicks or punches.

The only thing that would remotely viable is a huge engine heavy with triple strength myomer and boated torso mounted secondaries.

The Hatchetman or Nightsky are too frail and will be annihilated by standard weapons. Lights are too frail and will be legged and or destroyed even though they are able to close.

Melee is not compatible with meta. You are weakening the firing line and most likely blocking a shot as well.


Still it would be nice as an option and lets face it, 99% of the people wouldn't give up a 2-3 DHS or a ER PPC for a hatchet or sword in a game that is all about ranged combat.

Also another feature I really wish would make it into the game is "Death from Above". I mean if your ballsy or good enough to land on top of another mech's head either by using JJs or jumping off a cliff or something, you should be doing more than just inconsequential damage. Hell I have rode on top and enemy mech for fun a couple times. It is kind of funny seeing them twist and turn about trying to figure out where you went when your just sitting there standing on their head.

#30 Aggravated Assault Mech

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Posted 15 October 2016 - 02:13 PM

View PostSpheroid, on 15 October 2016 - 11:24 AM, said:

People have these fantasies of face humping enemy mechs at 10-15 meters and not getting killed before they get there. Did other weapons suddenly get removed from the game? A hatchet, sword or club all come with weight and slot requirements that come at the expense of something else. An Atlas or other top end heavy will simply be to slow to get into killing range even if using simple kicks or punches.

The only thing that would remotely viable is a huge engine heavy with triple strength myomer and boated torso mounted secondaries.

The Hatchetman or Nightsky are too frail and will be annihilated by standard weapons. Lights are too frail and will be legged and or destroyed even though they are able to close.

Melee is not compatible with meta. You are weakening the firing line and most likely blocking a shot as well.


Really.. you think that PGI shouldn't add new features because it wouldn't be "compatible with the meta"? How pathetic.

The point isn't that Heavies and Assaults should just zerg forward and punch one another, the point is that sometimes you get into point blank where melee would be incidentally helpful- someone drops behind you from higher elevation (or you drop behind someone else)- which is quite common on HPG Manifold and Mining Colony, and you can lash out with punches or kicks.

#31 Tristan Winter

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Posted 15 October 2016 - 02:19 PM

View Postvnlk65n, on 15 October 2016 - 02:13 PM, said:

Really.. you think that PGI shouldn't add new features because it wouldn't be "compatible with the meta"? How pathetic.
The point isn't that Heavies and Assaults should just zerg forward and punch one another, the point is that sometimes you get into point blank where melee would be incidentally helpful- someone drops behind you from higher elevation (or you drop behind someone else)- which is quite common on HPG Manifold and Mining Colony, and you can lash out with punches or kicks.

Not to mention that 5 tons as a backup weapon on a heavy or assault mech is next to nothing. I regularly bring an LRM or two as support weapons for those matches with lots of long range engagements, even if my mech is geared more towards short range combat. So why not bring a 5 ton hatchet as a backup weapon, in case someone manages to get inside your LRM or PPC minimum range, for example?

#32 Aggravated Assault Mech

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Posted 15 October 2016 - 07:29 PM

View PostTristan Winter, on 15 October 2016 - 02:19 PM, said:

Not to mention that 5 tons as a backup weapon on a heavy or assault mech is next to nothing. I regularly bring an LRM or two as support weapons for those matches with lots of long range engagements, even if my mech is geared more towards short range combat. So why not bring a 5 ton hatchet as a backup weapon, in case someone manages to get inside your LRM or PPC minimum range, for example?


Nevermind the extra utility and immersion a melee system would bring even without dedicated melee weapons.

I just played Mining Colony and dropped onto a Hunchback IIC point blank with my 10-Q Cyclops. He tried to facehug me, and at that range I can only aim at the very top of his cockpit. While I killed him, I was very much fighting the game to do so. There really isn't any reason why my 90t mech shouldn't have been able to punch him, kick him, knock him over, DFA him from the actual drop, other than PGI not having the resources or faculty to code it into the game.

Melee doesn't even have to be as complex as the original collision/falling- just a two handed shove animation for mechs with the right arm actuators, or an overhand chop for mechs with melee weapons would improve the stompiness of this game by about 1000%.

Edited by vnlk65n, 15 October 2016 - 07:30 PM.






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