Pre-Order The Hatchetman - Updated With Quirks!
#61
Posted 30 November 2022 - 08:57 AM
$40.- for this complete mech-pack is fair!
Compared to $70,- called before Std-Pack (3 mechs) + Reinforcement (2 mechs) + Hero
#62
Posted 30 November 2022 - 09:00 AM
#63
Posted 30 November 2022 - 12:41 PM
#64
Posted 30 November 2022 - 01:14 PM
Paladin IIC, on 29 November 2022 - 08:49 PM, said:
Lol, they don't even have a mech designer atm
#65
Posted 30 November 2022 - 01:32 PM
eggyh4ck99BarrelsAndRumAint1Yar, on 30 November 2022 - 12:36 AM, said:
I've always wanted melee, not as the focus of a build, but just so you can do something when you're out of ammo or have had all your weapons shot off. Running around as a distraction is just sad.
Edited by Solomon Birch, 30 November 2022 - 01:33 PM.
#67
Posted 30 November 2022 - 04:22 PM
#68
Posted 30 November 2022 - 05:29 PM
Rhaelcan said:
Lol, they don't even have a mech designer atm
I shudder to think what the camo schemes will look like. The Crusader’s were largely underdone.
Edited by ScrapIron Prime, 30 November 2022 - 05:29 PM.
#70
Posted 30 November 2022 - 08:51 PM
#71
Posted 01 December 2022 - 02:27 AM
#72
Posted 01 December 2022 - 06:56 AM
I can buy Darktide for the same price and get way more value, I can buy Front Mission 1st remake for less, this is a Mech designed around using a melee weapon as it's primary attack. That means all weapons on it are ment to supplement that axe. 45 tons for weapons along with slow speed on a medium... Unless this thing is quirked to hell I don't see the use and frankly I am saddened by it.
#73
Posted 01 December 2022 - 06:59 AM
I am curious why the Hero was included in the pack but there is no Collector (S) grade mech available at all? It just seems a bit odd. Is it due to data of Crusader (S) vs Crusader (H) sales figures? Just curious.
Also I do agree with comments I have seen here that a pseudo melee option really should be incorporated for this mech. Give the mech a non removable "energy weapon" in the arm that has 10 meter range, 0 heat, and no visible effect.
Regardless, I laud your incorporation of MW5 stuff into MWO so we can enjoy it here! Thank you!
#74
Posted 01 December 2022 - 08:46 AM
Its the mechdads asking for for this and they would still get their asses handed them if it was even a thing. They still have cockpit glass and armlock enabled.
Edited by Spheroid, 01 December 2022 - 11:16 AM.
#75
Posted 01 December 2022 - 10:56 AM
Think a MG/LBX-type weapon that has a very short range. It fires a bunch of projectiles at the same time in a line/slash pattern. The tracers are invisible, but if the strike connects, you get the visual effect of a bunch of bullets hitting a mech, i.e. the sparkly metal-on-metal contact that we can already observe when connecting projectile shots. The FPS perspective of the strike should be fairly simple to animate since mech arms can already move, and it's just a matter of programming a default motion to occur when a melee strike is used. It would basically function a lot like simplistic melee strikes in FPS games like CS:GO, instead of complex melee fighters like Chivalry, but it would still work.
#76
Posted 01 December 2022 - 11:02 AM
Edited by World Ending Chipmunk of Doom, 01 December 2022 - 11:04 AM.
#77
Posted 01 December 2022 - 11:13 AM
Spheroid, on 01 December 2022 - 08:46 AM, said:
Its the mechdads asking for for this and they would still get their asses handed them if it was even a thing. They still have cockpit glass and armock enabled.
I dont know if it is fun or effective, to each his own, but this is a Battletech game, so yeah, knockdown, melee and DFA , destructible environment (not just trees and rocks) , field mechbays for reloading and basic emergency repairs, Reactive and reflective armor, are a thing that should be incorporated in the gameplay, a given from day 1 and not something open to debate.
Edited by simon1812, 01 December 2022 - 11:20 AM.
#78
Posted 01 December 2022 - 04:25 PM
Spheroid, on 01 December 2022 - 08:46 AM, said:
Its the mechdads asking for for this and they would still get their asses handed them if it was even a thing. They still have cockpit glass and armlock enabled.
In fairness, there's still people who think spraying fire at 900+ meters actually does anything too (it doesn't 99 times out of 100). The grand majority of actual mech kills happen between 200-400 meters, because that's where the most weapon system ranges overlap, and most hardpoints can be effectively brought to bear.
As for Melee, however, its use in the lore was for Mech CQB, such as Urban Combat, or fighting in Heavy Forest or, say, canyons. It's essentially the same reason Soldiers nowadays are still issued and trained with Bayonets. Tactical flexibility and preparedness.
The kicker, of course, here, is in the lore, Mech commanders know exactly where they'd deploying specific units and thus would be able to use them a lot more effectively by playing to their strengths. Remember Riflemen and JagerMechs are supposed to be Anti-aircraft platforms, for instance. Prob is, we don't. We get randomized maps. Which makes a specialized platform like the Hatchetman a bit of a liability. That said, I still picked it up, because Mech Tinkering and figuring out a build that can work is one of my favorite parts of the game. And the Hatchetman has potential (especially as its AC mount is roughly in the same position as the Hunchback's in relation to its cockpit).
Edited by Arkhangel, 01 December 2022 - 04:28 PM.
#79
Posted 01 December 2022 - 05:00 PM
It'll be another version of Phoenix Hawk.
Edited by PocketYoda, 01 December 2022 - 05:04 PM.
#80
Posted 01 December 2022 - 05:02 PM
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users