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Melee in 'Mechs


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Poll: Melee in MWO? (456 member(s) have cast votes)

Well?

  1. Hell yea! Give me my Axeman! (314 votes [69.01%] - View)

    Percentage of vote: 69.01%

  2. Maybe? (67 votes [14.73%] - View)

    Percentage of vote: 14.73%

  3. I dont care. (17 votes [3.74%] - View)

    Percentage of vote: 3.74%

  4. Not only no but HELL no! (57 votes [12.53%] - View)

    Percentage of vote: 12.53%

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#41 The Trice

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Posted 28 July 2012 - 01:20 PM

Well in other Mech games and franchises melee is a main part of it , I am talking about armored core , front mission evolved and the infamous Gundam , but sadly from MW1 to 4 the melee wepons are not a prat of the game , and since this game is biased on the franchise I wont think it would be implemented , But i Hope they try to add it as an evolution to the game style , since it makes since :rolleyes:

#42 Deathz Jester

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Posted 28 July 2012 - 01:31 PM

seeing as it was a big factor in beating the clans i think it should be in the game.

#43 CW Roy

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Posted 28 July 2012 - 01:36 PM

Only Paul should get a hatchet.

Edited by CW Roy, 28 July 2012 - 01:36 PM.


#44 Red Harvest

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Posted 28 July 2012 - 01:40 PM

I want my Ghurka!
Posted Image
35 tons, 118 km/h, ER PPC, 4 ER small lasers & a Sword

Would love to carve its weight out of an Atlas. :ph34r:

#45 Insidious Johnson

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Posted 28 July 2012 - 02:36 PM

View PostCW Roy, on 28 July 2012 - 01:36 PM, said:

Only Paul should get a hatchet.

Paul is already a blunt instrument. The only difference at this point is the handle... and who holds it.

#46 WolfOfGrey

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Posted 28 July 2012 - 02:47 PM

Anyone picturing a Jennar or Raven with blades on the sides?I am picturing a Liger Zero moment here with them using jump jets at the last moment going pass someone to cut off a arm or at least damage it heavily XD

Though one wrong move and the Atlas gets to laugh at the poor little mech flailing on the ground.

Edited by WolfOfGrey, 28 July 2012 - 02:47 PM.


#47 Hexial

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Posted 28 July 2012 - 02:52 PM

There is even a shield in one of the Battletech supplements. No joke.

Melee just gives people another reason to join Kurita - we have mech-sized Katanas. <3

#48 Tennex

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Posted 28 July 2012 - 03:16 PM

theres just no way for this to be properly implemented. gona be very clunky

#49 Levi Porphyrogenitus

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Posted 28 July 2012 - 03:32 PM

I say bring on the melee. It should be pretty simple to implement too (once you figure out the animations for each chassis and variant as well as the various game balance issues). SImply provide a melee button on the control scheme. 'Mechs like an Atlas would punch, Hatchetman types would swing their axe, Catapults would kick, and so on. Or, if you want to make it a bit more flexible, assign both kick and punch buttons. Kick would be aimed by the torso crosshairs, and punch/axe by the arm reticle.

The major issue seems to me to be the animations. They'd have to be pretty much unique to each chassis (and in some cases variant), and they'd pretty much have to lock you into an attack sequence, which would complicate movement and ranged weapon use while performing melee.

#50 Asaroth

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Posted 28 July 2012 - 03:35 PM

I would love to see the Axeman in the game. It is my favorite Mech. There will have to be some major balancing issues with it, especially if they eventually bring out TSM as it’s so easy to overheat and that would overbalance things. But I do think it can be done right and well.

#51 Cozmos

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Posted 28 July 2012 - 04:08 PM

What to say about melee....I would love to see it in game, as it will give a better reason to keep your distance...but how can this play out? Maybe you melee and cause decent damage.....but its takes a few seconds to excute....so your vulnerable? Want to keep it balanced so you dont get a hoard of jenners running around like ninjas!

Oh and I know they probably wont be melee just a joke.....but the message is the same....balance....

#52 Dream Seaker

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Posted 28 July 2012 - 04:11 PM

i just worry mostly how it will affect gameplay and stuff.

#53 Apachi69

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Posted 28 July 2012 - 04:51 PM

Might be a good idea.

#54 Blue Footed Booby

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Posted 28 July 2012 - 05:14 PM

If I can't either launch my fist a la Robo Jox or throw mechs at other mechs I will literally kill myself irl. Literally. Not joking.

Spoiler


#55 Max Killjoy

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Posted 28 July 2012 - 05:31 PM

And never mind that punching another mech's armor with those hand actuators would ruin them.

#56 TLBFestus

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Posted 28 July 2012 - 05:48 PM

Personally i think bringing melee into MWO will be a big negative for the game.

You'll end up with heavily armored griefers running around and totally demolishing the tactical aspects of the game.

If they do implement it, I hope it's as a desperate, no weapons left, melee attack that delivers weak damage.

#57 Tennex

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Posted 28 July 2012 - 06:04 PM

This is not practical. For melee to feel good. There needs not only to be a
Attacker animation, the defender will also need a flinch animation. And that only works well in a "whole HP" system. Most of the time the animation would need to be locked for both attAcket and defender.

when a system where multiple body parts can be damaged. Where will the attacker attack? Will each attacking animation be made for each body part hit? For example a mech hitting a arm would require a different animation than hitting a torso or leg. Will each corresponding body part being hit recieve it's own animation? Will every single mech get all these animations for all these body parts?

MW4 didn't even have melee, and that game has some of the best dynamic mech animations ever.

#58 Foxmoan

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Posted 28 July 2012 - 06:23 PM

View PostTennex, on 28 July 2012 - 03:16 PM, said:

theres just no way for this to be properly implemented. gona be very clunky


That's kinda the point. This is Battletech not gundam, mechs are clunky as heck. I think most people afraid of melee because there afraid of speedy COD instakill melee and that's not what has ever been in Battletech. Watch the opening to the old Battletech animated series and you kinda get the idea. Setting up for melee took time, left you vulnerable, and if you missed hoo boy were you in for a world of hurt. It really shouldn't be too hard to implement properly when you keep this in mind. Heck in TT no matter how fast you were, you could only swing that arm once anyway and keep in mind how long a round in TT lasts (don't have my books immediately, but im pretty sure its close to 30 seconds). So putting a limit on how otlften you can attempt one along with possibly crippling penalty for failure would just make sense. Not to mention the lose of use for any arm mounted weaponry during the attempt, no matter how long it takes to try.

In the end, all melee in Battletech really amounts to is a horribly slow and clunky "judo chop" move that when done wrong can get ya slagged, but when done right can mean the difference between victory and bone shattering defeat.

*EDIT* Can't for some reason quote the post directly above mine but flinch animation? Again not soo hard when you remember these are mechs not people. Would be fine just to have the MW4 torso jarring that happened when a particularly big weapon hit you just maybe a bit slower, also solving the hit location problem you mention. Oh and by the way, it was difficult to do but MW4 did have DFA and was implemented as such.

Edited by Foxmoan, 28 July 2012 - 06:40 PM.


#59 Enervation

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Posted 28 July 2012 - 06:24 PM

I agree that the damage should be moderate, maybe scaled down a little from TT rules. Otherwise the 80 ton Chrager 1A1 suddely becomes a force to be reconed with via zerg attacks, which could be devestating in an fps where all your guns are on a 10 second cooldown.
But melee definately should rear its brutal head at some point. It's an integral part of the game... and it's fun too xP
Hatchetman ftw

#60 Stee-Jans

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Posted 28 July 2012 - 06:39 PM

View PostSakuranoSenshi, on 27 July 2012 - 06:54 PM, said:

There are some sound reasons not to have it in at all, from gameplay and 'realism' arguments but it's also very much canon and can be a lot of fun so long as it's never 'easy mode win'. In fact, it really ought to be very much a last resort for most mechs and not necessarily desirable even for those mech adapted or built from the ground up for it. Personally, I'd like to see it be very ineffective and extremely likely to do more harm to the aggressor than the target until the pilot has spent time in dedicated mechs training for it. After that, I'd like certain mechs built for it or those adapted to it by grabbing a melee weapon to be effective for pilots with the skill tree and a very bad idea for most other pilots.


I love this idea. I think it'd be great if we could pilot a 'rambo' style mech that isn't good at much other than melee. For all other mechs I'd like to see the melee being a chance to knockback/stun the opponent with a chance to fail based on size. (e.g. an Atlas may have a 80% chance of knocking back a jenner but only a 50% chance of knocking back another Atlas). Maybe to disuade over use of melee, every time a knockback fails the attacker is instead knocked back.





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