Charging? Yes please!
#21
Posted 04 February 2012 - 03:54 AM
This means that with DFA and Charging, close combat is half way there! All that is left is incoperating the kick and the punch... and I don't see that as being that hard (but what do I know). I still see this being a huge step towards that direction and I know the Devs want it at some point and time.
Hellllo Hatchman and Axeman!
#22
Posted 04 February 2012 - 04:01 AM
Alex Wolfe, on 04 February 2012 - 03:51 AM, said:
I assume you have a lot of experience with charging? You do realize that on a collision, the same amount of energy is transferred to both bodies (mechs, in this case). In such case it's up to the attacker to position their body in such a way to minimize the damage, so that it becomes a tackle, not a crash.
Also, the pilot being used to ramming may have better control over the mech's balance through the neurohelmet, so that he doesn't fall prone with the enemy.
Too much assumptions. Better neurohelmet would result not only in stupid collision. KInd of punch is still closer to what you've said, than to charge. I can accept your point of view, it has some reason behind it, but that doesn't change my hope for better physical model of collisions and close combat.
Edited by IxxxI, 04 February 2012 - 04:09 AM.
#23
Posted 04 February 2012 - 04:27 AM
Quote
Your thoughts?
I feel like I'd rather that be something a pilot has to consciously do (IE control your mech to say, put your shoulder into it, keep your head down, etc), than not have to even think about it because you have a magical skill point.
#24
Posted 04 February 2012 - 04:45 AM
IxxxI, on 04 February 2012 - 03:31 AM, said:
Where do you get that Joanna was a master kicker? Kicking is just a piloting skill, mostly if you can stand afterword not to hit. I do think that charging should be something of a skill to take less damage and not fall yourself. Anyone can run into something, but how mwny can do it with style?
#25
Posted 04 February 2012 - 04:48 AM
Edited by Elizander, 04 February 2012 - 04:48 AM.
#26
Posted 04 February 2012 - 04:56 AM
Thorolf Kylesson, on 04 February 2012 - 04:45 AM, said:
Master-kicker - I like it, lol. Elite pilot skill. I never meant that, mate. I could hardly remeber from some book(s), I've read long time ago, that Joanna used that trick quite frequently, I can't remeber the novel's name, sorry.
Edited by IxxxI, 04 February 2012 - 06:41 AM.
#27
Posted 04 February 2012 - 05:19 AM
IxxxI, on 04 February 2012 - 04:56 AM, said:
Master-kiicker - I like it, lol. Elite pilot skill. I never meant that, mate. I could hardly remeber from some book(s), I've read long time ago, that Joanna used that trick quite frequently, I can't remeber the novel's name, sorry.
The only one I remember her doing any fancy foot work was in "I Am Jade Falcon" when she lift the foot of her prone mech and used the jump jet to fry her opponents cockpit. If you have read the book I am sorry. If you have not, do not! It was terrible.
#28
Posted 04 February 2012 - 06:14 AM
IxxxI, on 04 February 2012 - 03:31 AM, said:
People who learn the sort of driving skills used by the Secret Service learn to ram other vehicles out of the way without ruining their own.
This is the same sort of set-up, with mechs instead of cars.
#29
Posted 04 February 2012 - 06:28 AM
#32
Posted 08 February 2012 - 04:25 AM
God of War, on 04 February 2012 - 03:37 AM, said:
than 80dmg clustered, no weapon fire, a good chance of not even reaching your target and taking dmg myself.
Can't Mix MASC and TSM. However you can mix a Super Charger with TSM, or MASC, if you want to for some ungodly reason.
Paladin Brewer, on 04 February 2012 - 04:27 AM, said:
I feel like I'd rather that be something a pilot has to consciously do (IE control your mech to say, put your shoulder into it, keep your head down, etc), than not have to even think about it because you have a magical skill point.
Ever heard of a little thing called muscle memory? Don't believe it? Well you should see me roll out of bed, slap on my plates and go before I even wake up. The Neurohelmet works off your subconscious, and "muscle memory" is learned subconsciously through repetition. So consider the point in Charging, to be the time and effort you put into learning how to charge properly without damaging your mech to the point that you can do so in your sleep. Though I suppose it'll be more difficult then simply full throttle and steering. At least I hope so.
I know it requires imagination and perhaps even a little role playing, but if your not going to play as a MechWarrior in the BattleTech universe, what's the point in playing a MechWarrior game in the first place?
Edited by KageRyuu, 08 February 2012 - 05:21 AM.
#33
Posted 08 February 2012 - 06:39 AM
like if there was some key you could hold down when you hit max speed that'd change your running animation to show you kinda sorta "shouldering in" and leaning forwards a bit, increases speed slightly, but kills your ability to slow down or turn properly, and disables weapons, and bob's your view more.
that way people could immediately identify that a mech is charging, and it looks more natural as an intentional ramming attack. but also makes it a hard thing to do, since you can easily overshoot a target and smash into an obstacle.
Edited by VYCanis, 08 February 2012 - 06:41 AM.
#34
Posted 08 February 2012 - 04:56 PM
The mechs are your tools, if your guns work you use them. If your wrench works you dont use it like a hammer unless you have exausted all other options.
I have never objectively seen a mechwarrior situation computer game/board game, or otherwise, where somone perfomed a dfa/carge attack, and expected to come out unscathed. You know you will be damageing your stsyems in this action as a foregone conclusion.
Second, I can understand the concept of having charging/dfa as an action that you can perform in game, it does add alot to close combat and realy keeps the excitement up when you round a corner and feel like your are to close to loose that ppc carging on your arm.
Lastly, The idea of melee clas mechs is a wonderfull and fun mechanic. I have had some of the most hilarios moments when two mechs begin "the dance". I would love to see some melee class mechs in this game. That bieng said. There should be a system in place that would make this kind of combat a reasonable thig to do before we start talking about doing it. What I mean by this is, when you impact another mech both mechs take damage, and that damage can, and in most cases due to the severity of the bludgeoning type damage, will destroy or damage internal systems.
So this is the crux of it, no amount of skill, or perks or, piloting jargon is going to prevent the mechs systems from taking this damage. The only thing you as pilot can controll is where the damage is applied. If you have a melee weapon desigend to dish out and recive this kind of damage, that weapon will get damaged over time. If you dfa somone your leg actuators will be at the very least out of alignment ie, no more top speed. To charge into another mech and say shoulder them for instance. I would think you would have to consider that your shoulder joint affects the aim and overall usefullness of everything attached below it on the arm. Unless im out of ammo for a gun on that arm and it serves no other purpose I personaly would not want to risk damageing the mobility of the whole arm on the chance that a shoulder charge would do more damage to them than to me.
So it would make sense to think of melee not as a role specific trait, but a last ditch effort that anyone with the mobility or tools can do, but not something that even a melee class mech is going to want to depend on.
Sorry for the rant, I just think it would be a shame for melee to become some cheap mechanic to be abused by min/maxers until ultimately nerfed into obscurity. Beter that it be a well balanced and fun part of gameplay, and stay that way.
Edited by Mourning Shadows, 08 February 2012 - 04:57 PM.
#36
Posted 08 February 2012 - 06:05 PM
hell, the irony of most DFAs and charges is that the point where you are usually desperate enough to attempt to do one, is usually when you are in bad enough shape where it's likely to be suicidal to attempt it, but you you're too out of options to care.
as for punches and kicks, while not really supported in the official rules, it would make sense that doing too much punching and kicking should damage the puncher/kicker. Literally breaking your foot from kicking too many *****, or punching so much your hands become gnarled stumps, or if no hands, or only stumps left, risking busting or jamming the weapon in that arm.
hatchets though should have a lot of longevity though, considering the tonnage costs paid for it.
#37
Posted 08 February 2012 - 06:24 PM
Elizander, on 04 February 2012 - 04:48 AM, said:
I like how you think.
And F*S people, they are trying to make a game that is not one dimensional. Not every idea has to be picked apart down to its bone. Guess what, MECHS DONT EXIST either! Let that sink in, this is a game of hypothetical combat in a giant robot.
#38
Posted 08 February 2012 - 06:25 PM
#39
Posted 08 February 2012 - 06:44 PM
Prosperity Park, on 08 February 2012 - 06:25 PM, said:
HA! thats gold. maybe make it a mini game of it. right left left left *now shake pilot out* up down up down.
back on topic. the skill would be a muscle memory thing like previously stated. try charging down a hill or over a frozen lake without the skill and risk falling before the charge has connected.
i like that its a skill. and not a full throttle context-sensitive based system.
#40
Posted 08 February 2012 - 06:51 PM
...Present Neurohelmet technology is used exclusively to balance the 'Mech.
It has no other bearing on any other functions.
There is certainly another explanation for this.
Or not, but that's okay.
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