rolly, on 20 December 2016 - 09:42 AM, said:
Soo... now that HBS is doing all the work for the animation cycles for CQB... do we now have hope that PGI will piggyback on this and put CQB into the game?
After all HBS is using their models right? Would it be entirely possible to reverse the process now with the animation done for them?
Aside from the engine differences Alan mentioned, MWO's 'Mech models/animation skeletons aren't rigged for the range of motion needed for balls-out melee like this. HBS can do it more easily because they're a turn-based game, which takes 100% of the netcode load off and allows them to tailor their melee animations in ways MWO wouldn't be able to get away with. That Atlas wind-up Megaton Punch would never hit a damn thing in MWO, to say nothing of the netcode/hitreg nightmare that would be coding in kicks.
Melee in MWO is still likely only to happen, IF it happens, on 'Mechs with specific melee weapons, a'la Hatchetman/Berserker, which would have special animation rigs built to make use of the axe and only the axe as a melee strike. That's about all we can hope for on the MWO front, though MW5 may end up being a different story.
That said...
BNGJGJEHJBJEBJFBGREBE:JFNJEBNJFNLNQWENKWJJKW
NNNNNNNNNGH DOZ PUNCHES, BRUH.
I love the thought and detail that went into what seems like such a simple system. Push the 'Wreck Face' button and your pilot is expected to pick the most appropriate attack for the situation, with melee tuned to be fight-ending brutality rather than faffy shadowboxing. In short, push the button to
wreck their face. Simply getting into melee range will be tricky though, with your biggest/best punchers also being your slowest and most vulnerable/valuable. Combined with the fact that the
defender gets first chance at punch (you have to start the turn in fisting range, which means the guy who actively moves into range of melee strikes is vulnerable to being hit before he can do his hitting. Mage Knight problems all over again, which makes sense I suppose), and you have to be pretty canny to run fisty-focused 'Mechs and make them work.
Being able to tie light weapons into melee attacks could end up with entire new build types being workable in the game and offers an interesting incentive otherwise absent to tiny popguns nobody likes, to boot. If we had Chargers they'd actually make for really violent melee guys. That whole Firestarter 'melee' thing is hilarious. Could also potentially supplement 'Mechs with bad melee options with smaller guns to help give them some oomph if your unit ends up in fisticuffs a lot. That one's going to make for some hilariously awesome engagements.
The term 'brawler' will have an entirely different meaning in this game. I love it. Do want.