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Can That Hatchetman Use Its Hatchet?

BattleMechs Gameplay

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#41 Alex Morgaine

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Posted 30 December 2022 - 07:55 PM

View PostLordNothing, on 30 November 2022 - 02:56 PM, said:

^ 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.


iirc it used the gauss ammo effects but tiny, do eeeet. do eeet nao! nyghaaa!

#42 LordNothing

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Posted 31 December 2022 - 12:47 AM

View PostPocketYoda, on 29 December 2022 - 09:48 PM, said:

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


this feature was once accidentally implemented. granted it was a bug that was patched with a hotfix. step on bug, go crunch. i tked so many locusts that patch, walk too close to the legs get stepped on i guess.

#43 Ted Wayz

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Posted 01 January 2023 - 09:44 AM

View Postw0qj, on 29 November 2022 - 07:04 PM, said:

Like I've posted elsewhere, there can be workarounds to lack of melee MWO:

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How about pseudo-melee mode for MWO?

Axe (sword, etc.) does 30 damage per second, but only has 10 meter range?
(sort of like a very short range heavy heavy machine gun).

Any arm/axe melee mech animation is optional to me Posted Image

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Or 50 Collision Damage to enemy when moving faster than 5kph/hour? Posted Image

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Or adding 10 damage per second for each flamer used (which has 100 meter range)? Posted Image


Hmm, I wonder if something similar was posted before. Like 8 years ago. Stil not in game.

See other old discussions like knockdowns, etc. Keep in mind when Battletech ttrpg came out the understanding of what gyros are capable of was not well understood. Probably the worst case scenario would be "death from above" or otherwise landing on an irregular object after jumping. But things like AC20 hitting a flea, did the math years ago in this forum to show the effect would be negligible.

But would like to see better physics. A flea at top speed could be stopped or need to do a piloting check if it ran into an Atlas at full speed. Same physics could be applied to HtH combat.





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