

#1
Posted 29 November 2022 - 06:57 PM
#2
Posted 29 November 2022 - 07:04 PM
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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

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

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

#4
Posted 29 November 2022 - 07:18 PM
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
Posted 29 November 2022 - 07:19 PM
#6
Posted 29 November 2022 - 07:20 PM
What a let down.
Back to SS13.
#8
Posted 29 November 2022 - 09:12 PM
Brenden, on 29 November 2022 - 06:57 PM, said:
Read this:
Piranha Games Inc. said:
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
Posted 29 November 2022 - 09:57 PM
Lockheed_, on 29 November 2022 - 09:51 PM, said:
Trust me its not enjoyable here, We had collision for a very short time, and it was horrendous for oh so many reasons.
#10
Posted 29 November 2022 - 11:06 PM
Darian DelFord, on 29 November 2022 - 07:08 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.
#11
Posted 30 November 2022 - 02:55 AM
Lockheed_, on 29 November 2022 - 11:03 PM, said:
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.
#13
Posted 30 November 2022 - 04:37 AM
Curccu, on 29 November 2022 - 11:06 PM, 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.
#14
Posted 30 November 2022 - 07:05 AM
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
Posted 30 November 2022 - 07:14 AM
#16
Posted 30 November 2022 - 07:24 AM
VeeOt Dragon, on 30 November 2022 - 07:05 AM, said:
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
Posted 30 November 2022 - 08:19 AM
VeeOt Dragon, on 30 November 2022 - 07:05 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?
VeeOt Dragon, on 30 November 2022 - 07:05 AM, said:
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.
VeeOt Dragon, on 30 November 2022 - 07:05 AM, said:
Money is needed to keep the MWO servers going. Is it really so difficult to understand?
#18
Posted 30 November 2022 - 08:23 AM
#19
Posted 30 November 2022 - 08:44 AM
LordNothing, on 30 November 2022 - 08:23 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.
#20
Posted 30 November 2022 - 08:57 AM
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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