Jump to content

Theoretical Melee Usefulness


31 replies to this topic

#21 GreyNovember

    Member

  • PipPipPipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 1,377 posts

Posted 02 February 2025 - 07:52 PM

View Postkalashnikity, on 02 February 2025 - 06:51 PM, said:

I haven't research all the various extra stuff in YAML, but I assume it's all cannon.


At the very least I don't recall anything in the vein of "Arm modififer that weighs X, has Y slots, and Adds Z melee damage" in the battlemech construction manual.

The best case scenario for the wet dream that is beating someone to death is THIS thing, which moves at 86 with MASC engaged, deals 20 damage on a successful hit.

If you go for the TSM variant, you start running 1.5x as fast and hit for 40 damage per swing, if you remain above a certain heat threshold.
Here's what that looks like in MWO terms. You'll have to fudge the armor, because the remaining tonnage definitely does not fit a 100 tonner hatchet.

So at the point where you go absolutely all in, yeah, there's a solid argument to be made for it.

#22 Quicksilver Aberration

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Nightmare
  • The Nightmare
  • 11,874 posts
  • LocationKansas City, MO

Posted 02 February 2025 - 09:50 PM

Melee has never been practical in Mechwarrior. Mechwarrior doesn't have the same scale or mechanics as TT so not everything will translate.

#23 Void Angel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Marauder
  • The Marauder
  • 7,183 posts
  • LocationParanoiaville

Posted Yesterday, 06:06 AM

Melee's absence in MWO is, like collisions, a game engine issue. It would be a welcome backup attack for 'mechs who have lost weapons, or LRM boats who are being hugged by a Light, but it would and should never be a primary option in MWO. Unfortunately the issue is moot, since idiosyncrasies of the game engine we have prevent its implementation.

#24 GreyNovember

    Member

  • PipPipPipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 1,377 posts

Posted Yesterday, 02:09 PM

I don't disagree, but I enjoy the speculation of how it would pan out considering we have several years of perspective for how a multiplayer mechwarrior game would go.

#25 pbiggz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 4,757 posts
  • LocationOutreach

Posted Yesterday, 10:11 PM

All of you are losers. Chopping off someone's arm with my melee battle axe banshee in mechwarrior 5 is like my favourite thing to do. It feels so good.

It will never happen in this game. The netcode and weapon code are tightly wound knots. If they pluck at a loose thread, the entire city of vancouver will sink into the pacific ocean.

#26 Jon Gotham

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Pest
  • The Pest
  • 2,656 posts

Posted Today, 03:04 AM

Melee requires aggression, something 99% of the playerbase lacks.

#27 Tiy0s

    Staff

  • Developer
  • Developer
  • 137 posts
  • LocationEdo, Turtle Bay

Posted Today, 01:32 PM

Melee won't happen in MWO. Sorry to burst that bubble.

#28 pbiggz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 4,757 posts
  • LocationOutreach

Posted Today, 03:28 PM

View PostTiy0s, on 04 February 2025 - 01:32 PM, said:

Melee won't happen in MWO. Sorry to burst that bubble.


That bubble got burst like a decade ago? more?

#29 kalashnikity

    Member

  • PipPipPipPipPipPipPip
  • The Phantasm
  • 769 posts

Posted Today, 06:26 PM

View PostGreyNovember, on 02 February 2025 - 07:52 PM, said:


At the very least I don't recall anything in the vein of "Arm modififer that weighs X, has Y slots, and Adds Z melee damage" in the battlemech construction manual.

The best case scenario for the wet dream that is beating someone to death is THIS thing, which moves at 86 with MASC engaged, deals 20 damage on a successful hit.

If you go for the TSM variant, you start running 1.5x as fast and hit for 40 damage per swing, if you remain above a certain heat threshold.
Here's what that looks like in MWO terms. You'll have to fudge the armor, because the remaining tonnage definitely does not fit a 100 tonner hatchet.

So at the point where you go absolutely all in, yeah, there's a solid argument to be made for it.


IDK what the table top values would be for melee weapons, and I know the armor values are doubled in MWO for PVP playability.

Last month was the first time I tested MW5 melee with all the available modifiers for melee, and they have stuff like optical and IR stealth, the optical stealth is particularly fun, it makes the mech invisible, not much effect on enemy targetting, ~20% reduced hit, it's just fun more than anything.

And Triple Strength Myomer that increases run speed and melee damage as the mech gets hotter, so lots of incentive to do a hot build, such as burn lasers to get close and the use melee to finished them off.

IDK if anyone has ever tried to read the entire Sarna.net web site, it's massive. That's why I assumed all these things are buried in lore somewhere (hundreds of books!) , even if they aren't in "standard" table top games.

~15 different gyros, lots of special things for heat modification (banks, exchangers, cooling lines, cooling jackets), PPC capacitors, Harjel, reflective armor, hardened armor, etc, too many to even think about. I love being able to craft extremely custom builds.

I should do a write-up on some of the ways this stuff could be used for a MW2 game.

My current thinking is individual mechs should be more characters in games like World of Warcraft, where a mech starts at level 1, and goes up to level ~100, using something like a "gear score" which shows how much the mech is leveled up and customized, and this also effects which tier you can drop into in any individual game. So you might be a Tier 1 player, but you jump in an unleveled mech and you don't get to play in what would be thought of as Tier 1.

Right now we classify pilots in tiers, no matter how unskilled your mech is. We can change that by taking the mech as well as the pilot into account.

That way we can start with something like an inner sphere stock mech as a level 1, and that same mech can level up via incorporating better weapons (perhaps even individual clan tech added to inner sphere mechs)

Make it a long progression to level an individual mech up with the finest equipment.

And the game itself can move along a timeline just as in lore, starting at IS, with a long slow progression to better equipment as various clan techs become available, and eventually various IS and los tech becomes available in the game.

Make it so individual mechs have a long slow leveling process to get to max tier.

Maybe this is a pipe dream, IDK if we could ever get the player base to make a game like that work with ~10,000 active players right now. On the other hand, if it was expansive enough it could draw a larger player base.

#30 kalashnikity

    Member

  • PipPipPipPipPipPipPip
  • The Phantasm
  • 769 posts

Posted Today, 06:32 PM

In MW5 the weapons have individual tiers also, from hot, low damage, short range, ----> cool, high damage, longer range.

Assign a numerical score to each weapon/armor/equipment upgrade, so this determins a mechs "gear score", which also effects which tier you get placed in for match making... or

here me out.

Get rid of match making entirely, and make it a world(s) PVP/PVE game, on the scale of something like Eve Online or Star Citizen, with all the different game modes available, everything from running around as a person doing quests, to piloting an aerospace fighter, to driving a mech

#31 kalashnikity

    Member

  • PipPipPipPipPipPipPip
  • The Phantasm
  • 769 posts

Posted Today, 06:37 PM

This would allow the game to slowly progress through the timeline, so individual battles and changes of allegiance could follow the lore timeline, giving pleny of time for developers to build more worlds, more set pieces.

Perhaps not 100% freeplay world PVP/PVE, but we would still have months to play certain battles, knowing the outcome for the next installment would still be the same- following the lore timeline no matter how the individual battles go.

#32 kalashnikity

    Member

  • PipPipPipPipPipPipPip
  • The Phantasm
  • 769 posts

Posted Today, 06:59 PM

HEr eis where the developers ears's might perk up.

You make the game have a SLOW but steady power creep, all new and additional gear upgrades can be earned via in game curency, but they can also be bought with real money.

So you make the game a world (galactic) PVP/PVE, yes there will be a few players with all the best gear in their chosen mech "and that's not fair", boo hoo.

So you can either work for it at a day job and pay with real money, or earn it through dedication via in game currency... that makes if fair for everyone.

And makes money to keep the game going and the servers online.

In world of Warcraft there is plenty of PVP with unbalanced opponents, the game still works.

And in a World PVP setting there would be a penalty to your mech getting destroyed, a time out that force you wait to re-use that same mech. So one person/group in uber leveled mechs can't sit there and camp.

Hopefully by the time MW2 is a thing, we can also use AI generated maps, different every time.

No more same old boring and memorized map, you get a ~2 minute window to look at the map from orbit before you drop.





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users