Edited by RaptorRage, 10 December 2017 - 07:00 AM.


Hatchetman Possible Using Bolton Geometry?
#1
Posted 10 December 2017 - 06:59 AM
#2
Posted 10 December 2017 - 07:04 AM
#3
Posted 10 December 2017 - 07:16 AM
RaptorRage, on 10 December 2017 - 06:59 AM, said:
Yes. I know several people who would buy such mechs NOW...even in a game where the hatchet, axe, sword, etc. of such mechs were totally and completely non-functional. Such folks want the "melee" mechs for aesthetic value or nostalgia, not because the mechs may or may not provide melee combat. Is there enough of a pure nostalgia based portion of the buying population to warrant the development of such mechs? I suspect that there is, even now, but obviously PGI's market data shows something different. Meh.
#4
Posted 10 December 2017 - 08:49 AM
#5
Posted 10 December 2017 - 08:56 AM
By the way, are there pictures of this bolt on stuff anywhere?
Edited by Khalcruth, 10 December 2017 - 08:57 AM.
#6
Posted 10 December 2017 - 09:00 AM
#7
Posted 10 December 2017 - 09:01 AM
Khalcruth, on 10 December 2017 - 08:56 AM, said:
By the way, are there pictures of this bolt on stuff anywhere?
Skip to 8:40 if you wanna see the bolt on stuff.
I'm not a huge fan of what was shown off, but i hope there will be less outrageous stuff (i like practical looking things, ya know?)
#8
Posted 10 December 2017 - 09:03 AM
Khalcruth, on 10 December 2017 - 08:56 AM, said:
By the way, are there pictures of this bolt on stuff anywhere?
If you watch the Mech Con stream (Twitch) from last night, Russ showed some stuff about 2/3rd of the way through pertaining to new Solaris7 mode which had a KDK with a Helmet with Horns, Shoulder Armor looking things, spikes on its spine and and AXE in its hand. They have no function other to the apparently garner you more fame or something. The fans like your look because you kill in style so you get dem cbills ya hear me?!? lol
But go check it out, was kinda cool i just wish i could cut an urby open or something.
Juodas Varnas, on 10 December 2017 - 09:01 AM, said:
Skip to 8:40 if you wanna see the bolt on stuff.
I'm not a huge fan of what was shown off, but i hope there will be less outrageous stuff (i like practical looking things, ya know?)
ty for video, i haz case of lazy.
I hope for some more subtle stuff too. Im not all about looking like im outta the 80's but some nice less extravagant stuff would be cool.
#9
Posted 10 December 2017 - 09:12 AM
#10
Posted 10 December 2017 - 09:19 AM
Khalcruth, on 10 December 2017 - 09:12 AM, said:
Mmmmmhm,
Strange choice considering all the current controversy about loot boxes and some countries even trying to ban them or regulate them as gambling.
I never liked loot boxes and i hope you'll at least be able to buy the geometry you want with MC
#11
Posted 10 December 2017 - 09:33 AM
Juodas Varnas, on 10 December 2017 - 09:19 AM, said:
Strange choice considering all the current controversy about loot boxes and some countries even trying to ban them or regulate them as gambling.
I never liked loot boxes and i hope you'll at least be able to buy the geometry you want with MC
Got a feeling you use the new ACC currency in the video is for. A cross combination of Payday 2's loot box and ME3's loot boxes.
#13
Posted 10 December 2017 - 09:49 AM
Juodas Varnas, on 10 December 2017 - 09:36 AM, said:
MWO already has way too many different currencies

To be fair some of those currencies are transisionary and you are unable to get more of it (Historic XP, Historic Skill Points, General Skill Points)
#14
Posted 10 December 2017 - 10:16 AM
#15
Posted 10 December 2017 - 10:32 AM
But lets be realistic with our expectations. I doubt this game will ever be something more than "glass is half-full / half-empty" example.
Edited by Sigmar Sich, 10 December 2017 - 10:33 AM.
#16
Posted 10 December 2017 - 11:13 AM
Juodas Varnas, on 10 December 2017 - 09:19 AM, said:
Strange choice considering all the current controversy about loot boxes and some countries even trying to ban them or regulate them as gambling.
I never liked loot boxes and i hope you'll at least be able to buy the geometry you want with MC
As far as i know they planned the loot box overhaul before the controversy picked up pace. I'm curious how the final implementation will be like, i guess/hope they will not dare to go full ****** here given the latest events.
Edited by Daggett, 10 December 2017 - 11:15 AM.
#17
Posted 10 December 2017 - 11:16 AM
#18
Posted 10 December 2017 - 11:22 AM
jss78, on 10 December 2017 - 11:16 AM, said:
With HBS using the PGI models i dont see them stoping if they can keep it up they would make all mechs im sure so that HBS can then use the assets. Its a win win because PGi could still make a buck in the mean time even if MWo ever closes down. Still making money off work put in is a good thing always!
#19
Posted 10 December 2017 - 11:48 AM
#20
Posted 23 March 2018 - 07:31 AM
Thomster, on 18 March 2017 - 03:31 AM, said:
I am here before you to make the case for the HCT-3F Hatchetman to be introduced into the MWO Universe.
The Hatchetman was, at its roll out in 3023, the first new Inner Sphere Mech design in a century. It featured revolutionary design choices, even after Clan standards: A melee weapon and a full cockpit ejection system. All in all, it was a very well rounded medium platform even capable engaging air units thanks to his targeting system.
During the years, the Hatchetman has seen many iterations in variants equipped with new weapon systems (e.g. Rotary ACs, MRMs etc.) or ECM versions (HTC-6D). Aside legendary engagements like the destruction of the Falcon Guard by Kai Allard Liao, the Hatchetman and his trademark iconic design had clearly left its mark.
It is clear, that the introduction of a Mech like the Hatchetman would be precedence for the addition of melee weapons in the first place. Nevertheless, it would be a significant addition to the variability of Mech choices. It would pave the way for formidable designs like the Axeman or the Hatamoto-Chi, to name a few at least.
Be aware that I do not propose this lightly as I know of the inherent problematic that has always been tied into direct kinetic engagement. Therefore, I have been thinking about how to introduce a hatchet / axe / sword into, and based on, the existing array of weaponry.
Consider this:
Let us treat the melee weapon like “just another weapon system” with a certain set of
- range (x meters)
- damage type (pinpoint, spread, ..)
- cooldown period (x seconds)
- charge up time (e.g. Gauss)
So here is my proposal shown after the example of the HCT-3F Hatchetman. The hatchet stands in for any other melee weapon in that case (Axe, Sword, Club, etc.)
- The hatchet takes 3 tons of weight and takes 3 slots.
- The hatchet forces lower arm and hand actuator and the required slot.
- No other weapon can be added to a weapon group as soon as the hatchet is added to it. In reverse, the hatchet cannot be added to a non-empty weapon group.
- The hatchet has a charge-up time and a trigger window comparable to a Gauss weapon.
- The hatchet has a long recharge time in the likes of a LRM20 / AC20 or even longer.
- The hatchet is aimed and targets with the crosshairs like any other weapon.
- The hatchet has a range of 30m with complete damage drop-off beyond.
- The hatchet creates pinpoint damage to the calculated impact point, following the same rules as for existing weaponry.
- The destruction of the hatchet would destroy the wielding arm as well, as its static stability would have to be deeply integrated into the arm in the first place.
- The speed of the Hatchetman at the time of the successful impact: Although it would be physically correct to include the objects own speed into the amount of kinetic energy transferred to the target (kinetic energy = mass x velocity squared), I would drop that for the sake of simplicity to make this better introducible into MWO.
- The weight of the Mech wielding the melee weapon. As stated before, the weight has even less influence on the kinetic energy transferred, than the speed has. On the other hand, bigger Mechs wield bigger weapons. While the Hatchetmans Hatchet weighs 3t, the Axemans Axe weighs 5t. If we assign a certain damage potential to the weight of the melee weapon, we have an indirect tie to the size of the Mech and could define 2t for Light Mechs and 7t-8t with Assault Mechs
This would not create a massive change in the games basic and underlying mechanics (full kinematic engagements, kicking, punching etc.) as rather being melee light. It is clear, that such a change would require massive and probably foundation changing shifts and reprogramming, therefore I tried to create a way less invasive yet way more doable solution.
So, I close my argument for a relatively easy introduction of melee –ish weapons in general and the roll-out of the Hatchetman in particular.
Please let me know what you think about my thoughts on the matter.
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