But realistically speaking, how often would this come up, and which weight classes could most effectively utilize it?
Working off the assumption that we go by TT calculations:
- Punches do 1 Damage / 10 tons of mass ( Atlas does 10 per punch, Charger does 8, and a Piranha would do... 2.)
- Kicks do 1 Damage / 5 tons of mass (Atlas does 20 per kick)
Kicks would probably need you to come to a halt, on top of being range limited based on how far the physical leg will actually be allowed to move given the shape of the mech's body. For this reason, we can probably discount this as a likely implementable facet of melee, and ignore it in favor of the more flexible punch.
In the best case scenario for damage and hittability, you have two 300-rated engine 100 ton assaults at point blank, throwing hands at each other for 10 damage a pop, disabling usage of their arm weapons and likely making torso weapon aiming a problem as the chassis twists to perform the punch motion.
In most circumstances, I imagine this isn't a realistic use case. Most mechs have guns to engage just a little beyond smelling distance, and their teammates aren't likely to just sit there and watch what amounts to a slapfight without generously contributing.
Another popular use case is on light mechs, and the perceived puntability of them. "If I could punch these leg humpers would be TERRIFIED of me and I'd come out on top every time!", or something to that effect has probably been said or heard for as long as MWO lights have killed anyone in game ever.
So let's look into that.
Same 100 ton assault trying to punch... Let's say a 20 tonner with no survivability quirks. Once again, this is the equivalent of hitting a light mech in MWO with an AC10 or a PPC, assuming you DO actually manage to hit them with the punch as they scurry around you. But let's give it the best case scenario; the light is RIGHT up against the Assault's crotch, refusing to budge, and the Assault will land each and every shot as the light mech stands perfectly still, firing it's weapons to damage race it.
- Unquirked, an IS 20 tonner has 36 theoretical Front CT HP assuming they just dump everything there and max it out.
- Unquirked, an IS 20 tonner has 30 theoretical Front ST HP, with the same assumption.
- Let's also just say they didn't put any skill nodes into survivability, because they're all about speed and damage output.
Let's also just give the IS 20 tonner an XL Engine, because that's usually what you'd expect.
This sounds great then! In this example where:
- We have an unquirked 20 tonner with maxed front armor
- They stand perfectly still
- They don't twist to shield their torsos or spread your damage
- They stand RIGHT in front of you within reach of your arms
- Nobody is around to interrupt this exchange
- You land every single punch in the desired section
Though, of course, if the light mech is doing the standard circle of death at 100-200m from the assault, it's unlikely that this will ever happen. So realistically this goes right back to assaults trying to shoot something zipping around at 130-150kph and snapshot it with pinpoint damage in a vital location, or to keep laser burn on target long enough to matter.
Robo Punching feels more like a thing you want to be a thing, because it was a thing in the source material, not because it's actually useful. Without significant damage or range, it feels very much like a weapon of last resort that comes into play when two mechs that only carry ammo, are out of ammo, but still somehow have at least one arm left.
But do let me know if I missed something about how effective melee actually would be, or got a fundamental aspect of the tabletop incorrect.