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Can That Hatchetman Use Its Hatchet?

BattleMechs Gameplay

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#21 RockmachinE

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Posted 30 November 2022 - 08:59 AM

View PostJediPanther, on 30 November 2022 - 08:57 AM, said:

Given how bad knock downs were and how badly it was and did get abused I'm glad melee and knock downs are not in this garbage engine of a game.


Agreed! The knockdowns sucked ***.

#22 Curccu

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Posted 30 November 2022 - 11:06 AM

View PostDer Geisterbaer, on 30 November 2022 - 04:37 AM, said:

He's not talking about "enemy mechs". He's talking about mechs on your own team in the drop zone ... I can no longer count the number of times that my squishy Lights leave the drop zone with a hit on one or both legs due to someone walking straight through my mech. A 50 point collision damage by a Hatchetman would lead to absurd numbers of team kills right out of the gate.


View PostDarian DelFord, on 30 November 2022 - 03:53 AM, said:

Ummm, have you been to the drop points when the matches start?

Usually that is avoidable by light but nowadays we (I at least) don't care much because slow speed collision damage is so small.

Yes and if someone drives hatchetman he will most likely learn to avoid friendly collision as he gets penalties and eventually ban pretty fast if that collision damage applies to friendlies also, which would be stupid in the 1st place... thou PGIs coding capability might be beyond that at the moment.

View PostLordNothing, on 30 November 2022 - 08:23 AM, said:

this is something they could implement in minutes if they had coders. in quake the code for the axe fit on one screen.


One screen you say Posted Image
https://www.amazon.c...r/dp/B07NL27TCK

#23 LordNothing

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Posted 30 November 2022 - 11:35 AM

View PostCurccu, on 30 November 2022 - 11:06 AM, said:



Usually that is avoidable by light but nowadays we (I at least) don't care much because slow speed collision damage is so small.

Yes and if someone drives hatchetman he will most likely learn to avoid friendly collision as he gets penalties and eventually ban pretty fast if that collision damage applies to friendlies also, which would be stupid in the 1st place... thou PGIs coding capability might be beyond that at the moment.



One screen you say Posted Image
https://www.amazon.c...r/dp/B07NL27TCK


that one could probibly fit the code for both shotguns and the grenade launcher as well. weapons.qc is only 41k.

Edited by LordNothing, 30 November 2022 - 11:36 AM.


#24 LordNothing

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Posted 30 November 2022 - 12:07 PM

View PostLouis Brofist, on 30 November 2022 - 08:44 AM, said:

Its not that simple. First you need people that can code this, which I don't think any of the people left know how to do.

Then you need to test it and make sure it doesn't brake the game. Most importantly though you are introducing a completely new mechanic to a game which is pretty much on the edge of being shut down, you are risking killing the whole thing off by making a major change like that.

These things seems simple, but introducing a completely new unique mechanic to a game like that is not easy to do and do well.


simple no. i can see how things may be an order of magnitude more complicated than in the quake era. but fundamentally the game is an arena shooter. this means very little interaction between the game actual and the back end that handles all the f2p transactions. there are some checks at the start of the match and some writes at the end to add match earnings back into your account. and the axe code should touch on none of these things. we need to stop making excuses for these people.

Edited by LordNothing, 30 November 2022 - 12:11 PM.


#25 Curccu

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Posted 30 November 2022 - 12:24 PM

It doesn't really need anything "new" to have something like melee attack... just short range attack with short delay between starting attack and hitting. Sure there it would be nice some kind of swing arc and multiple possible hit checkpoints maybe scale damage with length of arc before hit but that part is fancy stuff and I don't think that is 100% necessary to satisfy most players wanting melee added to this game. Hitting with something with 5m range might be bit hard without hugging though...

Hardest part of implementing that is most likely animation.

#26 Darian DelFord

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Posted 30 November 2022 - 01:43 PM

View PostCurccu, on 30 November 2022 - 12:24 PM, said:

It doesn't really need anything "new" to have something like melee attack... just short range attack with short delay between starting attack and hitting. Sure there it would be nice some kind of swing arc and multiple possible hit checkpoints maybe scale damage with length of arc before hit but that part is fancy stuff and I don't think that is 100% necessary to satisfy most players wanting melee added to this game. Hitting with something with 5m range might be bit hard without hugging though...

Hardest part of implementing that is most likely animation.


even when PGI was fully staff this would have been impossible for them.

#27 Glymbol

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Posted 30 November 2022 - 02:48 PM

They add another mech to the game and you are complaining? Just keep playing and be happy the servers are still running.

#28 Nightbird

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Posted 30 November 2022 - 02:52 PM

Theoretically, they can add a weapon with a 10 meter range with charge up that goes 50 damage and has huge recoil. They'd only need to add an animation.

#29 LordNothing

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Posted 30 November 2022 - 02:56 PM

^ ive seen mods do that. i think mektek did it for some of the power armor weapons. its cheap and dirty and unfit for professional studios, which means its perfect for pgi.

Edited by LordNothing, 30 November 2022 - 02:57 PM.


#30 Teenage Mutant Ninja Urbie

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Posted 01 December 2022 - 03:40 AM

yeah.. nah.

+they could add a weapon with say a gauss-charge, hvy.gauss-discharge, 10mtr, x-dmg.. sure.

-but let's be honest: people then would argue that it needs an animation, too. and that one has to time/angle it right inside the game, and so on..


it's better to not implement it at all in mwo, imo. a serious can of worms avoided that way, even if they had the resources.

#31 Curccu

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Posted 01 December 2022 - 07:34 AM

View PostGlymbol, on 30 November 2022 - 02:48 PM, said:

They add another mech to the game and you are complaining? Just keep playing and be happy the servers are still running.


With precisely THIS mech I cannot see why this one if it cannot do stuff it's known for, which is whack enemies with an axe.
Any other mech i'd give nod and thumbs up now I just wonder why this one?

#32 Lord Sevenous

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Posted 01 December 2022 - 09:02 AM

View PostCurccu, on 01 December 2022 - 07:34 AM, said:

I just wonder why this one?


Most likely because they had the Art and other Assets from the MW5 DLC.....

#33 bilagaana

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Posted 01 December 2022 - 09:08 AM

View PostVeeOt Dragon, on 30 November 2022 - 07:05 AM, said:

i se this as being nothing more than a cash grab and nothing else.


Imagine...A developer seeking what few opportunities are practical to generate revenue to pay staff and run the servers to keep alive a ten year old game with a devoted but small player base. The nerve.

Edited by bilagaana, 01 December 2022 - 11:27 AM.


#34 Weeny Machine

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Posted 01 December 2022 - 11:32 AM

I haven't played Mechwarrior 5. Is the Hatchetman able to use his axe there?
If the Hatchetman has a melee mechanic in MWO, it could be a cool mech. If not... well, then I'd have chosen another mech to make some bucks.

View PostDarian DelFord, on 29 November 2022 - 07:08 PM, said:

Then every light would be rendered useless at the start of every match practically.


Solution from PGI: Epic achievment for light mechs: leave starting area with both legs 5 times in a row

Edited by Weeny Machine, 01 December 2022 - 11:51 AM.


#35 Vonbach

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Posted 01 December 2022 - 03:02 PM

View PostDarian DelFord, on 29 November 2022 - 07:08 PM, said:

Then every light would be rendered useless at the start of every match practically.

Good.

#36 VeeOt Dragon

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Posted 01 December 2022 - 03:59 PM

oh i know they need to make money to keep things running but there are better ways to do it than implementing a mech thats big draw is being a Melee powerhouse. hell two things could actually bring in more cash flow 1- do some damn advertising and 2- lower the price on old mech pachs so they are actually worth buying. (just lower it to say the cost of the MC mechs in the pack plus a few bucks and just call the extra mechs a bonus for spending money on the game) who is going to pay those kind of prices for something you can get mostly in game for free. you can keep the newmechs at the standard price (a bit high if you ask me but it is what it is)

i have the same thought on the chrome mechs as a cash a grab though at least the Hatchetman is a new mech and not just a reskin. mostly it more my aggravation at companies in general its the whole doing the least amount of work possible, paying your people as little as you can get away with, and then charging as much as possible with the profits going to only the top handfull of people and not back into growing the company or paying its workers more. its the whole "we are making record profits this quarter" statement only to turn around and lay off a bunch of folks or refuse to give anyone a raise (other than themselves) while sying "oh no we can't pay you we need to cut costs" thing.

as for adding Melee to the game keep in mind that this game is running on and old patched together and spliced version of Cryengine, something that hasn't been supported in a very long time. the coding for this game is so convoluted that sorting it all out would take a **** ton of effort, time, and money. also if you add melee for one mech you have to add it for all of them as well as giving options for melee weapons for those mechs as well. this require adding new weapons not to mention making sure those new weapons are balanced not to mention the new animations for every mech in the game that can do it (those mechs without hands or hell without actual arms would exempt from this and thus you would have to add code that would make the melee weapons not be usable on said mechs). (though the idea of an Atlas just smashing that Piranha or Flea leg humping it into the ground with one blow from its mighty BATTLE FIST amuses me. not to mention the possibility of a Highlander Funeral (when a Highlander drops down from the sky on top of a smaller mech and literally crushes it into the ground)) though if there is ever a Fabled MWO2 then yes melee should be in the game from the start.

#37 Aidan Crenshaw

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Posted 01 December 2022 - 10:30 PM

View PostWeeny Machine, on 01 December 2022 - 11:32 AM, said:

I haven't played Mechwarrior 5. Is the Hatchetman able to use his axe there?


Absolutely, including a nice little swing animation. And that's not the only one every mech has melee capabilities as lon gas it has at least lower arm actuators.

#38 Carlieth

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Posted 02 December 2022 - 10:05 AM

Read (RED) the FAQ and it says no its just a bolt on.

Some friends and I worked out a rather simple way of making it work. Count it as a 10m ranged LBX 10 / 20 with a rate of fire twice of the standard LBX and add an animation of the arm going up and down.

My unit and I talked at length and although not brilliant it would satisfy the lot of us. It would also be a way to add 'melee' to the game. Count melee weapons as a short ranged faster firing version of currently installed weapons. Add an animation. DONE.

#39 PulledPork

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Posted 28 December 2022 - 10:27 PM

View Postmartian, on 30 November 2022 - 08:19 AM, said:

Exactly.

What is wrong with offering a new 'Mech for MWO if you already have the complete 'Mech model created for MW5: Mercs?



The Hatchetman's hatchet is no true melee weapon - it is just a bolt-on, no different from any other cosmetic bolt-on (like all those cosmetic hatchets, swords or clubs) that you can buy in the MWO Mechlab.

It takes up zero equipment slots and weighs zero tons.



Money is needed to keep the MWO servers going. Is it really so difficult to understand?



Every couple of years I like to log on and see how the apologist population is doing on this board.

Pretty constant, I see.

Yeah, Piggy needs money to keep the servers going, much like muggers need money to continue mugging. Adding a mech that had the only one single distinction of being a unit that specialized in melee is more insulting, frankly, than asking for money for pointless bolt-on cosmetics. It makes the entire mech a bolt-on cosmetic for suckers.

Without melee, this will never be a Battletech game. It'll be the same con I wish I never contributed so much money to.

See you in a couple more years, gang.

Edited by PulledPork, 28 December 2022 - 10:28 PM.


#40 PocketYoda

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Posted 29 December 2022 - 09:48 PM

If you jump on light mechs they get destroyed, easier said than done though.





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