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Can That Hatchetman Use Its Hatchet?

BattleMechs Gameplay

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#1 Brenden

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Posted 29 November 2022 - 06:57 PM

Sup, haven't been on in a few years. Saw the announcement of the Hatchetman and its got me curious. Can we actually USE the Hatchet, does it actually add something new to the game, or is it just more cosmetic Smoke Jaguar Slag?

#2 w0qj

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Posted 29 November 2022 - 07:04 PM

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)? ;)

#3 Darian DelFord

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Posted 29 November 2022 - 07:08 PM

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


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

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

#4 RockmachinE

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Posted 29 November 2022 - 07:18 PM

Map changes / new maps, balance changes and the occasional mech is all we can realistically expect for MWO now.

No new mechanics will be added, the team is too small and not technical enough to pull off major changes like that. It seems small, but its not a simple implementation. Its not going to happen and honestly its better this way.

Just keep MWO alive as long as possible and its all good.

#5 Scout Derek

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Posted 29 November 2022 - 07:19 PM

no.

#6 Brenden

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Posted 29 November 2022 - 07:20 PM

Man.

What a let down.

Back to SS13.

#7 Darian DelFord

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Posted 29 November 2022 - 08:53 PM

View PostLockheed_, on 29 November 2022 - 08:12 PM, said:

It's ironic how people desperately want melee in MWO and in Gundam Evolution where there is melee people complain about how broken it is.

Its broken here to

#8 martian

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Posted 29 November 2022 - 09:12 PM

View PostBrenden, on 29 November 2022 - 06:57 PM, said:

Sup, haven't been on in a few years. Saw the announcement of the Hatchetman and its got me curious. Can we actually USE the Hatchet, does it actually add something new to the game, or is it just more cosmetic Smoke Jaguar Slag?


Read this:

Piranha Games Inc. said:

Unfortunately, the Hatchetman does not have a melee ability. Melee is not a feature supported by MechWarrior Online.
We are not looking to add Melee to MWO at this time.

We currently have several Melee weapon bolt-ons in MWO so we are treating the Hatchetman's Hatchet as a Bolt-on. With this preorder, you will receive several Bolt-ons for all your Hatchetman Variants.


So the Hatchet is just a cosmetic item.

#9 Darian DelFord

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Posted 29 November 2022 - 09:57 PM

View PostLockheed_, on 29 November 2022 - 09:51 PM, said:

I know it would be broken here, I'm glad they have no intentions of adding it, despite how much I'm enjoying it in GunEvo.


Trust me its not enjoyable here, We had collision for a very short time, and it was horrendous for oh so many reasons.

#10 Curccu

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Posted 29 November 2022 - 11:06 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.


You are not forced to hug enemy with lights, you got the speed... so it's your call if you wanna collide with hatchetman or not.

#11 GoatHILL

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Posted 30 November 2022 - 02:55 AM

View PostLockheed_, on 29 November 2022 - 11:03 PM, said:

That's why I will aways advocate against it. I remember Dragonbowling.


The Dragon was broken it had I think it was 100x mass because someone put the decimal in the wrong place.

A lot of us thought it was and still is a mistake to remove knockdowns.

Learn to drive.

#12 Darian DelFord

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Posted 30 November 2022 - 03:53 AM

View PostCurccu, on 29 November 2022 - 11:06 PM, said:


You are not forced to hug enemy with lights, you got the speed... so it's your call if you wanna collide with hatchetman or not.


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

#13 Der Geisterbaer

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Posted 30 November 2022 - 04:37 AM

View PostCurccu, on 29 November 2022 - 11:06 PM, said:

You are not forced to hug enemy with lights, you got the speed... so it's your call if you wanna collide with hatchetman or not.


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.

#14 VeeOt Dragon

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Posted 30 November 2022 - 07:05 AM

honestly unless they are going to bring Melee to the game there is no point in adding the Hatchetman. i think the only reason they did it was because they already had the models from MW5 so it likely took very little work to inject it into MWO.

as for the Hatchet doing anything, no it wont. again a useless mech to add. the hatchet takes up slots and significant mass in the mech (i know something easy to do away with with but still.) so the mech is lacking in other weapon hardpoints.

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

#15 Valdarion Silarius

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Posted 30 November 2022 - 07:14 AM

Another oddity and I guess PGI being PGI again. I hope that whatever next mech gets released is a clan mech that has some sort of significant purpose. Grendel, Firemoth and the Stone Rhino come to mind.

#16 Der Geisterbaer

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Posted 30 November 2022 - 07:24 AM

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

as for the Hatchet doing anything, no it wont. again a useless mech to add. the hatchet takes up slots and significant mass in the mech (i know something easy to do away with with but still.) so the mech is lacking in other weapon hardpoints.


Since the hatchet is implemented as "bolt-on" it weighs zero and doesn't take up any relevant critical slots. It remains to be seen how they ultimately manage to compensate via additional hardpoints

Edited by Der Geisterbaer, 30 November 2022 - 08:19 AM.


#17 martian

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Posted 30 November 2022 - 08:19 AM

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

honestly unless they are going to bring Melee to the game there is no point in adding the Hatchetman. i think the only reason they did it was because they already had the models from MW5 so it likely took very little work to inject it into MWO.

Exactly.

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


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

as for the Hatchet doing anything, no it wont. again a useless mech to add. the hatchet takes up slots and significant mass in the mech (i know something easy to do away with with but still.) so the mech is lacking in other weapon hardpoints.

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.


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.

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

#18 LordNothing

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Posted 30 November 2022 - 08:23 AM

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

#19 RockmachinE

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Posted 30 November 2022 - 08:44 AM

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.


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.

#20 JediPanther

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Posted 30 November 2022 - 08:57 AM

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. The only "advanced" futuristic feature I'd want is from the past mw games were you could blow up buildings. I'm sure a great number of founders would come back just to get revenge on those dam statues in river city.

and since NO ONE reads the actual faq: Unfortunately, the Hatchetman does not have a melee ability. Melee is not a feature supported by MechWarrior Online. We currently have several Melee weapon bolt-ons in MWO so we are treating the Hatchetman's Hatchet as a Bolt-on. With this preorder, you will receive several Bolt-ons for all your Hatchetman Variants.

Edited by JediPanther, 30 November 2022 - 08:59 AM.






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