Melee in 'Mechs
#41
Posted 28 July 2012 - 01:20 PM
#42
Posted 28 July 2012 - 01:31 PM
#43
Posted 28 July 2012 - 01:36 PM
Edited by CW Roy, 28 July 2012 - 01:36 PM.
#44
Posted 28 July 2012 - 01:40 PM

35 tons, 118 km/h, ER PPC, 4 ER small lasers & a Sword
Would love to carve its weight out of an Atlas.
#46
Posted 28 July 2012 - 02:47 PM
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
Posted 28 July 2012 - 02:52 PM
Melee just gives people another reason to join Kurita - we have mech-sized Katanas. <3
#48
Posted 28 July 2012 - 03:16 PM
#49
Posted 28 July 2012 - 03:32 PM
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
Posted 28 July 2012 - 03:35 PM
#51
Posted 28 July 2012 - 04:08 PM
Oh and I know they probably wont be melee just a joke.....but the message is the same....balance....
#52
Posted 28 July 2012 - 04:11 PM
#53
Posted 28 July 2012 - 04:51 PM
#54
Posted 28 July 2012 - 05:14 PM
#55
Posted 28 July 2012 - 05:31 PM
#56
Posted 28 July 2012 - 05:48 PM
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
Posted 28 July 2012 - 06:04 PM
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
Posted 28 July 2012 - 06:23 PM
Tennex, on 28 July 2012 - 03:16 PM, said:
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
Posted 28 July 2012 - 06:24 PM
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
Posted 28 July 2012 - 06:39 PM
SakuranoSenshi, on 27 July 2012 - 06:54 PM, said:
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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