

Another Robot With Hands, Is It Time To Really Consider Melee?
#1
Posted 18 January 2017 - 01:32 PM
Kinetically speaking, I think bashing a piece of metal onto a robot that's far heavier with shock absorbance and gyro is going to cause like zero damage beside slight displacement.
(And since we have no knockback... um... fail...)
But rather than straight up thinking of melee weapons as just a piece of metal, what if it's more in-line with the electric axe from Gundam?
Or maybe it has ballistic chains?
But I would definitely stay away from light sabre... I don't know, seems way too farfetched.
Ok, my idea for implementation is that those are sorta like supply boxes scattered around the map. So on top of what you can carry, these are additional weapons (with or without durability, depends on melee weapom type) you can use. Basically, it's a HUGE boost to Inner Sphere mechs as they are essentially getting a free weapon slot.
Would be cool to see Axeman and other melee-able mechs in game.
#2
Posted 18 January 2017 - 02:36 PM
For the love of Comstar, never place melee weapons in boxes in-game.
Melee weapons take up tonnage and critical slots. It isn't something a fully loaded down mech can just pick up. There are maces that weigh eight tons: http://www.sarna.net/wiki/Mace
Per the Tactical Operations manual section on Maces:
Maces do 1 points of damage for every 4 tons the mech weighs. 80 ton mech (max weight for Mace) = 20 damage Mace
Maces take up 1 slot and weigh 1 ton for every 10 tons the mech weighs. 80 ton mech (max weight for mace) = 8 slot / 8 ton mace.
A Mace on an 80 ton mech literally takes up every single free slot in an arm. It isn't some weightless saber made of light that you can pick up off of the ground and start using.
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I would be glad to equippable melee weapons make it to the Mechlab.. even if they don't produce knockdown.. but there is a cost to use a melee weapon and that cost is tonnage and slots.
#3
Posted 18 January 2017 - 02:48 PM
What it's time to consider is taking hands off of everything's crit sheet, leaving them just as a visual thing that is in no way in reflected by stats.
#4
Posted 18 January 2017 - 02:51 PM
#5
Posted 18 January 2017 - 03:08 PM
But i so doubt it will happen, at least in few years from now. But who knows, time-jump to 3060+ came sooner than expected (at least for me).
#6
Posted 18 January 2017 - 03:11 PM
At the very least, mechs with hands should get a small salvage bonus for being able to pick up and carry stuff. Right now they're a waste of space.
#7
Posted 18 January 2017 - 03:22 PM
Something. Anything. Some sort of functionality or the pretense of said functionality would be nice.
#8
Posted 18 January 2017 - 03:42 PM
#9
Posted 18 January 2017 - 03:43 PM
If PGI included it I would be -very- impressed. However I think it's less of a "we don't want to" versus "we don't know how".
#10
Posted 18 January 2017 - 03:56 PM

#11
Posted 18 January 2017 - 07:14 PM
#12
Posted 18 January 2017 - 07:16 PM
#13
Posted 18 January 2017 - 07:19 PM
AnTi90d, on 18 January 2017 - 02:36 PM, said:
For the love of Comstar, never place melee weapons in boxes in-game.
Melee weapons take up tonnage and critical slots. It isn't something a fully loaded down mech can just pick up. There are maces that weigh eight tons: http://www.sarna.net/wiki/Mace
Per the Tactical Operations manual section on Maces:
Maces do 1 points of damage for every 4 tons the mech weighs. 80 ton mech (max weight for Mace) = 20 damage Mace
Maces take up 1 slot and weigh 1 ton for every 10 tons the mech weighs. 80 ton mech (max weight for mace) = 8 slot / 8 ton mace.
A Mace on an 80 ton mech literally takes up every single free slot in an arm. It isn't some weightless saber made of light that you can pick up off of the ground and start using.
-----
I would be glad to equippable melee weapons make it to the Mechlab.. even if they don't produce knockdown.. but there is a cost to use a melee weapon and that cost is tonnage and slots.
We can still balance this by having different size of weapons. Small mechs can only pick up small axe, for example. And the whole point of balancing this toward IS favor is the pick-up resources. Who in the right mind is willing to trade a range weapon for 8 tons of melee for 8 damages only?? I think it's perfectly acceptable to grant Inner Sphere some favor by giving them a free handheld weapon (if they have hands and sacrificed slots for the lower arm actuators).
Besides, though rarer, some Clan mechs have hands too. But I should add correction that the mech should have Upper actuators too (like ball type joint). Cause I just remember Shadowcat, and it would be too goofy to see that thing run around with a mace sticking straight up in front of it.
Bombast, on 18 January 2017 - 02:48 PM, said:
What it's time to consider is taking hands off of everything's crit sheet, leaving them just as a visual thing that is in no way in reflected by stats.
Melee is more lore than poptart. Just saying...
RestosIII, on 18 January 2017 - 03:56 PM, said:

No, for the simple reason that no arm actuators can carry 20 tons. If someone above me is correct, 10 tons should be the max melee weapon weight, no?
Edited by razenWing, 18 January 2017 - 07:20 PM.
#14
Posted 18 January 2017 - 07:27 PM
razenWing, on 18 January 2017 - 07:19 PM, said:
I'm not talking about lore. I'm talking about gameplay.
No offense, but I'm pretty sure that any attempt to include melee in MWO is going to have Elder Scroll Syndrome. Which is terrible.
#15
Posted 18 January 2017 - 10:43 PM
#16
Posted 18 January 2017 - 11:54 PM
razenWing, on 18 January 2017 - 07:19 PM, said:
We can still balance this by having different size of weapons. Small mechs can only pick up small axe, for example. And the whole point of balancing this toward IS favor is the pick-up resources. Who in the right mind is willing to trade a range weapon for 8 tons of melee for 8 damages only?? I think it's perfectly acceptable to grant Inner Sphere some favor by giving them a free handheld weapon (if they have hands and sacrificed slots for the lower arm actuators).
Besides, though rarer, some Clan mechs have hands too. But I should add correction that the mech should have Upper actuators too (like ball type joint). Cause I just remember Shadowcat, and it would be too goofy to see that thing run around with a mace sticking straight up in front of it.
Melee is more lore than poptart. Just saying...
No, for the simple reason that no arm actuators can carry 20 tons. If someone above me is correct, 10 tons should be the max melee weapon weight, no?
reinforced internals (2x internal strength and heavy/advanced gyros should do the trick.)
then again does wielding the locust give bonus damage due to armaments on the locust or maybe ammo explosions?
#17
Posted 19 January 2017 - 12:24 AM
Imagine a T-Rex taking up the sport of boxing.
Is it going to work out?

#18
Posted 19 January 2017 - 12:34 AM
#19
Posted 19 January 2017 - 12:59 AM
#20
Posted 19 January 2017 - 01:53 AM
Johnny Z, on 18 January 2017 - 02:51 PM, said:
That kind of defeats the point of a simulator, doesn't it? Mechwarrior:Online is an action game, not a simulator. You can't even realistically fit inside the cockpit, man.

A proper Battletech simulator would allow human-like movements all over the board. That's basically impossible to do with any controller used in video games today.
Anyway, you could kind of implement melee in the Virtual On way. Give the player an option to tag some mech for an action, then press a combination to execute a more graceful move with all the animations attached 'ala Battletech Game.
It would be quite the amount of effort to do just the animations alone, let alone building the system to work with the netcode/collision detection, implementing input methods to execute it, et cetera. Definitely doable in a fully-featured game but MW:O is just a community-founded one and so is MW5.
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