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Melee Weapons?


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#21 Karl Marlow

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Posted 15 December 2016 - 12:33 AM

View PostGreyNovember, on 14 December 2016 - 08:37 PM, said:


I was looking for a more technical explanation. I mostly got " My fantasy idea of really cool " from that.


As inrecall mechs are actually supposed to be as nimble as humans are. That's why they tie balance to the human middle ear. That's the lore anyway. In MWO the movement is way more.stiff than it should be. It should have a more human or birdlike gait depending on the leg setup. .

Edited by Karl Marlow, 15 December 2016 - 02:34 AM.


#22 GreyNovember

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Posted 15 December 2016 - 02:36 AM

View PostKarl Marlow, on 15 December 2016 - 12:33 AM, said:

As inrecall mechs are actually supposed to be as nimble as humans are. That's why they tie balance to the human middle ear. That's the lore anyway. In MWO the movement is way more.stiff than it should be. It should have a more human or birdlike gait depending on the leg setup. .


Given this, would neurohelmets allow human proprtion mechs to do, say, karate?

Do weapon equipped mechs come with weapon trained pilots, so they can effectively use their weapon?

#23 Tristan Winter

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Posted 15 December 2016 - 02:43 AM

I'd like to see melee weapons. Punching and kicking would be difficult to do, particularly in terms of animation. It's going to look daft. And throwing a kick against someone who isn't standing still in front of you requires a bit of coordination. I don't think it would work, ever. Not to mention that a Dire Wolf kicking a Kodiak to death would look dumb as hell.

Posted Image

#24 Valhallan

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Posted 15 December 2016 - 02:49 AM

View PostSteinar Bergstol, on 15 December 2016 - 12:24 AM, said:


An Atlas does 10 points of damage in TT with its punch and can punch with both arms with hits being located on the upper half of the target (greater chance of headshot because of this). It also has a 20 point kick (but of course can only use one leg to kick in a round. No jumping splitkicks for Atlases Posted Image ). Kicks hits the legs or, if the mech is standing one elevation level above the target then it hits like a punch.

The basic formula is: Punch does mech tonnage/10 damage. Kick does mech tonnage/5 damage.

Physical attacks from an assault mech hit _hard_!

THB Mace on an berserker with TSM was hilarious, 80 damage in 1 shot, enough to core anything or rip any section to bits with transfer to the next Posted Image

#25 Karl Marlow

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Posted 15 December 2016 - 02:59 AM

View PostGreyNovember, on 15 December 2016 - 02:36 AM, said:


Given this, would neurohelmets allow human proprtion mechs to do, say, karate?

Do weapon equipped mechs come with weapon trained pilots, so they can effectively use their weapon?


In theory. Melee isn't exactly the prefered mode of attack for most mechs so I doubt a great deal of time is spent practicon karate as a mech. Mechs are expensive after all. That said in tabletop there are traits like melee master. You could say those are pilots that translate martial arts into ther mech movements.


#26 Beaching Betty

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Posted 15 December 2016 - 04:28 AM

Nah, I dont support this melee thing

#27 Steinar Bergstol

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Posted 15 December 2016 - 05:05 AM

I want to be able to punt leghumping lights across the map, darnit!

#28 The Unstoppable Puggernaut

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Posted 15 December 2016 - 05:14 AM

I like where this is going, giggity.

Throw melee and the bucketmech and my MW dreams will come true.
I wanna kill someone with a dumpster bucket like in Dark Age !!!

#29 rolly

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Posted 15 December 2016 - 06:10 AM

View PostEl Bandito, on 14 December 2016 - 06:58 PM, said:

Crysis the game had melee, so there is no reason why this game shouldn't have one as well. PGI did improve collision code this patch so melee is closer to implementation, I hope. I'd imagine an Atlas punches as hard as an AC20 round. Posted Image


I'm just gonna reuse this one.
VIP would be interesting...

Posted Image

They'd need a special game mode named: BRAWL.

Its just mechs in a huge mech sized bar with tables, chairs and beer bottles. Or even a train yard, factory with tons of stuff to grab and smash into each other. Then you'd get special consumables like: Baseball bat, Axe, Sword, Rock, Steel I beam, etc.

Edited by rolly, 15 December 2016 - 06:11 AM.


#30 JP Josh

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Posted 15 December 2016 - 11:16 AM

bring back knock downs and then they can add punching.

#31 Metus regem

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Posted 15 December 2016 - 11:22 AM

View PostEl Bandito, on 14 December 2016 - 06:58 PM, said:

Crysis the game had melee, so there is no reason why this game shouldn't have one as well. PGI did improve collision code this patch so melee is closer to implementation, I hope. I'd imagine an Atlas punches as hard as an AC20 round. Posted Image



AC/10 round... a punch does 1/10th mech weight rounded up... Kicks, axes, clubs and maces do 1/5th rounded up...

View PostValhallan, on 15 December 2016 - 02:49 AM, said:

THB Mace on an berserker with TSM was hilarious, 80 damage in 1 shot, enough to core anything or rip any section to bits with transfer to the next Posted Image



yup... it's why when I see those things on the other side of the table, I focus fire on them HARD! I've had a mech take one of those 80 point hits....RA-->RT-->CT

#32 GabrielSun

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Posted 15 December 2016 - 11:25 AM

View PostSnazzy Dragon, on 14 December 2016 - 08:37 PM, said:

A good balance opportunity for IS vs Clan: make melee exclusive to IS mechs since clans often found melee dishonorable except in very special circumstances Posted Image


Well, it is literally bringing a knife to a gun fight, so maybe it drifted from just thinking it was incredibly stupid to dishonourable over the generations to prevent their lower populations from being wasted trying to get into melee range with a slow-moving mech.





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