Jump to content

Another Robot With Hands, Is It Time To Really Consider Melee?


37 replies to this topic

#1 razenWing

    Member

  • PipPipPipPipPipPipPipPip
  • The Fearless
  • The Fearless
  • 1,694 posts

Posted 18 January 2017 - 01:32 PM

And what if that really is one of the new weapon type? *salivate

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 AnTi90d

    Member

  • PipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 1,229 posts
  • Google+: Link
  • Facebook: Link
  • Twitter: Link
  • Twitch: Link
  • Locationhttps://voat.co/

Posted 18 January 2017 - 02:36 PM

I'd love to see melee come to MWO.. however..

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.

#3 Bombast

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 7,709 posts

Posted 18 January 2017 - 02:48 PM

Nah. As much as I love melee, I just don't think it fits well in MWO.

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 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 18 January 2017 - 02:51 PM

Melee in first person fps Battletech SIM? NO.

#5 Sigmar Sich

    Member

  • PipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 1,059 posts
  • LocationUkraine, Kyiv

Posted 18 January 2017 - 03:08 PM

I would love to see melee in MWO (by mechlab rules, not the suggested one with pick-up weapons)

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 Kaeb Odellas

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,934 posts
  • LocationKill the meat, save the metal

Posted 18 January 2017 - 03:11 PM

I would love to see a good melee system. I have no idea how they would implement it though.

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 Bud Crue

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 9,967 posts
  • LocationOn the farm in central Minnesota

Posted 18 January 2017 - 03:22 PM

Melee wound be great. Don't think it will ever happen in this game. That said, they could give mechs with hands a function...maybe a climbing bonus akin to hill climb module or the ability to slowly get up and over terrain of certain characteristics (visualize how a bipedal critter climbs a vertical surface). Maybe a "raider" mode where your team has to capture and transport an object. If you don't have at least one mech with at least one functioning hand actuator, "enter the capture circle" you can't "grab" the object. That sort of thing.

Something. Anything. Some sort of functionality or the pretense of said functionality would be nice.

#8 SuperFunkTron

    Member

  • PipPipPipPipPipPipPip
  • The Slayer
  • The Slayer
  • 910 posts
  • LocationUSA

Posted 18 January 2017 - 03:42 PM

I am a huge proponent of melee being added to MWO but why hasn't simple kicking and punching made its way into this thread yet? I think allowing mechs to use their fists and claws should definitely become a priority development after they finish with IK and incursion. I think it would allow the clan vs IS tech balance to shift back closer to TT because close combat would really start leaning toward IS favor. Of course we need to also incorporate knockdowns and getting back up as well because what sense is there in punching or ramming a mech if he can't fall?

#9 Accused

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 989 posts

Posted 18 January 2017 - 03:43 PM

Hit R to lock, 3 seconds attack animation. Kind of like how Battletech handles it.

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 RestosIII

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 7,322 posts
  • LocationDelios

Posted 18 January 2017 - 03:56 PM

Unless an Atlas has the ability to pick up a light mech and use it as a melee weapon, no thanks.

Posted Image

#11 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 18 January 2017 - 07:14 PM

Would be hilarious if we see a 400XL Banshee charging the ranks while flailing the severed arms of its enemies.

#12 Snazzy Dragon

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Defiant
  • The Defiant
  • 2,912 posts
  • LocationRUNNING FAST AND TURNING LEFT

Posted 18 January 2017 - 07:16 PM

Question for TT players-- how much melee damage would an atlas using a locust as a weapon do?

#13 razenWing

    Member

  • PipPipPipPipPipPipPipPip
  • The Fearless
  • The Fearless
  • 1,694 posts

Posted 18 January 2017 - 07:19 PM

View PostAnTi90d, on 18 January 2017 - 02:36 PM, said:

I'd love to see melee come to MWO.. however..

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.

View PostBombast, on 18 January 2017 - 02:48 PM, said:

Nah. As much as I love melee, I just don't think it fits well in MWO.

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...


View PostRestosIII, on 18 January 2017 - 03:56 PM, said:

Unless an Atlas has the ability to pick up a light mech and use it as a melee weapon, no thanks.

Posted Image


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 Bombast

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 7,709 posts

Posted 18 January 2017 - 07:27 PM

View PostrazenWing, on 18 January 2017 - 07:19 PM, said:

Melee is more lore than poptart. Just saying...


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 Chuck Jager

    Member

  • PipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 2,031 posts

Posted 18 January 2017 - 10:43 PM

well until we get a different engine and folks with less than 100 ping difference the damage would could pretty much RNG. Even if folks wanted it for the feel and could care less you would be opening pandora's box that has been reserved for MGs and Flamers.

#16 Kangarad

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 2
  • FP Veteran - Beta 2
  • 573 posts
  • LocationIn the Mechlab, adding more Double Heatsinks.

Posted 18 January 2017 - 11:54 PM

View PostrazenWing, 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 XxXAbsolutZeroXxX

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Stryker
  • The Stryker
  • 2,056 posts

Posted 19 January 2017 - 12:24 AM

How would jenners or ravens engage in melee combat?

Imagine a T-Rex taking up the sport of boxing.

Is it going to work out?

Posted Image

#18 Beaching Betty

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 710 posts
  • Location-

Posted 19 January 2017 - 12:34 AM

No thanks..

#19 Valhallan

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • 484 posts

Posted 19 January 2017 - 12:59 AM

having no hands jenners and ravens will have to kick, which will be hilariously suicidal

#20 Adridos

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 10,635 posts
  • LocationHiding in a cake, left in green city called New A... something.

Posted 19 January 2017 - 01:53 AM

View PostJohnny Z, on 18 January 2017 - 02:51 PM, said:

Melee in first person fps Battletech SIM? NO.


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. Posted Image
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.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users