

Axes and... Shields?
#1
Posted 12 December 2011 - 04:35 AM
But as you end up playing alot of battlemech like I did, you tend to realise that close combat is really a old school mech's game because people could actually survive long enough to get close! The inclusion of the Clans and the 'Inner sphere' levels of technology made it so mechs could have redonkulious amounts of firepower slapped onto them and the only real limit was tonage and free slots internally.The ability of mechs surviving long enough to do a 'Death from Above' or Charge, much less a punch or a kick in the day and age of the Clans is... limited.
But, one had to wonder why other close combat weapons were not created back in the early days? And then one has to ask, why where shields never developed? As the old battletech Compendium explained it, there was no difference between what kind of weapon was used (sword, mace, axe, ect), it was all treated the same (a kick to a upper torso location). To use a weapon, you were not able to use ranged weapons in that arm, this was the trade off.
For a shield, one would have to consider it as pretty much extra armor to cover certain locations. I always envisioned it as 'Left arm', 'Left Torso', 'Left Rear Torso' and the mech has a choice to move it 'one' location over in some degree... to either 'Center Torso', 'Center Rear Torso', or even 'Left Leg' or 'Head'... but 'Left Arm' and either front or rear Left Torso had to be covered that made sense with that 3rd location with the direction you wanted to defend from. I also figured that it would have the same limits as a melee weapon... you wouldn't be able to fire any weapons from those locations the shield is covering... because you would shoot your own shield! As for weight and protection of the shield, I figured 1 internal slot equals 1 ton of armor (16pts of armor), max 3 slots, minimum .5. This is so even light mechs could use it, as well as heavy mechs. The balance to an arguement of 'Why not use two shields?' is this... you should not be able to 'double up' shields over any location (Center, Rear Center, or Head are the only possible ones) and well... your not able to fire either arm weapons and your torso slots are /extreamly/ limited. I also pictured that on a Charge, all damage goes to the Shield first, then transfers through the arm... if your the one doing the charging! You could even create a 'default' storage location to free up your hands as Center Rear Torso (thus covering your Rear Torsos!), but only if you do not have jump jets located in your Torsos... then your stuck with it on your arm.... but of course your free to do with it as you wish for your game!
Anyway... this has always been a pipe dream of mine, and something I came up with in my Battletech games... maybe some of you will want to use it as well.
On a related subject, I was thinking about this as I wrote the above... two handed weapons? Can hold in one hand, but can attack using both hands (can't use either arm for ranged weapons that turn) but you do 1.5 kick damage to a upper body location? Give a new meaning to the Highlander or Claymore!
#2
Posted 12 December 2011 - 04:58 AM
Mostly useful in Solaris because the hinderance of movement will nearly kill you out in the battlefield.
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At the moment I don't see anything in the fluff explaining it, but if I had to guess it would be due to the way battles were fought back then.
Move, counter move, fire off a few rounds, and someone will retreat. In the early days any damage to a 'Mech was worth going back to get repaired since they didn't have much to begin with. Losing tonnage for a shield which will lower your speed and basically using armor you probably can't afford for a slab of metal like that was impractical so it wasn't commonplace.
#3
Posted 12 December 2011 - 05:09 AM
Edited by John Clavell, 12 December 2011 - 05:10 AM.
#4
Posted 12 December 2011 - 05:24 AM
Edited by Tweaks, 12 December 2011 - 01:47 PM.
#5
Posted 12 December 2011 - 05:40 AM
Using it was fairly effective against number of different designs since the shield was able to soak up a lot of damage. If an opponent kicked you, the leg spikes would return some of the damage, while the X-Pulse Lasers afforded a measure of range and accuracy. With the rules for mounting a shield, you weren't able to add jump jets which limited it's mobility.
Stats below:
#6
Posted 12 December 2011 - 06:28 AM
Tweaks, on 12 December 2011 - 05:24 AM, said:
This was posted in the Frequently Asked Questions, which can be located HERE
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A. At this point in time we are not looking at melee combat. We may revisit melee combat if we can design something that is fun and does not compromise the overall gameplay experience.
#7
Posted 12 December 2011 - 08:14 AM
J Echo, on 12 December 2011 - 06:06 AM, said:
Happily, the developers of Mechwarrior Online have had the sense to ditch a bunch of canon crap such as hyperarticulation and overcontrolling. How do we know this? Well, even if one ignores the 2009 trailer, the new cockpit screenshots clearly show a tank-mech setup (one joystick, one throttle, and pedals) instead of your Japamecha setup (one joystick for each arm, etc.). This gives me hope that they may yet ignore all of the horrid suggestions which people are making in an effort to turn something unique into yet another one of the countless drivel.
If they ever do implement melee, I hope it's done realistically--i.e. down-to-earth physics-based torso-twist arm-rams, not humanly-articulated robot arms flailing about. There's no reason why twisting your torso to slam your gun barrel into the other mech's head shouldn't cause damage, but fighting with axes/swords/shields and actually punching and kicking is just ridiculous.
J Echo, you fail to recall that the primary control of your 'Mech was done through the Neural interface connectors in the Neurohelmet. Also, try to be a little less vitriolic in your condemnation of certain tech that you disagree with. Just because you do not like melee combat in Mechs, does not mean that everyone else dislikes it as well... If you don't like it, don't use it, simple as that. Kind of like changing the radio station, If you don't like metal rap, change the channel.
Your post makes it sound as though you fear the Ax wielding 'Mech. I for one hope they find a way to implement it as soon as possible.
#8
Posted 12 December 2011 - 08:35 AM
Hunter McGee, on 12 December 2011 - 08:14 AM, said:
J Echo, you fail to recall that the primary control of your 'Mech was done through the Neural interface connectors in the Neurohelmet.
Actually that's subject to interpretation. A lot of the older source material had neurohelmets mainly as a reference for the 'Mech's gyro and not as control system in itself. The only direct neural control was in a couple of experimental systems that ultimately drove the pilot crazy.
Personally I prefer neural control be kept to a minimum. That IMO is way too anime. (next we'll be finding out 'Mechs have human souls inside them) Joysticks and physical buttons are much cooler.
I do like hatchets, they make sense for urban 'Mech-on'Mech fighting (they're basically just big clubs that you can't have knocked out of your hand), but things like swords and shields and polearms are going too far.
#9
Posted 12 December 2011 - 08:36 AM
you can find other vids that show more sword&shield action but look at the mechs there gundum style mechs not battletech.I cant say it would be practicle in Mechwarrior for only one reason the non melee mechs have no defence againt a melee mech once in close the shield would block balistic& laser weapons and the sword & axe would crush limbs real fast.I think that all mechs would have to be outfitted with melee shields & weapons + the other loadouts to balance the combat aspect.You would have to have a melee nonmelee key to change from one mode to another during gameplay.Transformers does this action well from one combat mode to another.Of course look at the differences in mecha designs.

Edited by KingCobra, 12 December 2011 - 08:38 AM.
#10
Posted 12 December 2011 - 10:03 AM
Pvt Dancer, on 12 December 2011 - 04:35 AM, said:
Axes and shields, you say?
Have a Valiant - a canon 'Mech (albeit one from ~3068) conceived as a "light (30t) battlefield skirmisher" that has both an axe (though one variant switches it out for a sword-like vibroblade) and a shield!

#11
Posted 12 December 2011 - 10:18 AM
Same for getting caught by an Atlas.

Edited by [EDMW]CSN, 12 December 2011 - 10:21 AM.
#12
Posted 12 December 2011 - 11:45 AM
out mech close-combat and the neurohelmet. Basically the neurohelmet
only scans the brain for balance signals, there is no input cause that
would fry your brain. Punching someone is as easy as; you target them
get the target in range, lock on and click a button. The Battlemechs
computer is powerful enough to do everything else for you. As for kicking
well that's just a powerful 'half-step' is it not?
Edited by Aaron DeChavilier, 12 December 2011 - 11:45 AM.
#13
Posted 12 December 2011 - 12:16 PM
#14
Posted 12 December 2011 - 12:30 PM
Aaron DeChavilier, on 12 December 2011 - 11:45 AM, said:
And the result is nothing but satisfying


#15
Posted 12 December 2011 - 01:47 PM
Mason Grimm, on 12 December 2011 - 06:28 AM, said:
My bad, I'll correct my post. Although, I was referring to this from the QNA1:
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Edited by Tweaks, 12 December 2011 - 01:49 PM.
#16
Posted 12 December 2011 - 05:42 PM
#17
Posted 12 December 2011 - 07:11 PM
#18
Posted 12 December 2011 - 07:35 PM
#19
Posted 12 December 2011 - 08:03 PM
#20
Posted 12 December 2011 - 08:22 PM
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