Edited by Caocamhin, 21 May 2012 - 08:10 AM.
Melee Combat
#181
Posted 21 May 2012 - 08:10 AM
#182
Posted 21 May 2012 - 08:58 AM
#183
Posted 21 May 2012 - 06:49 PM
#184
Posted 21 May 2012 - 08:44 PM
The machines were made to pound anything into dust.
I think people are applying "modern warfare" to fictional/realistic logistical far reaching warfare.
The longer a conflict drags on, the more likely it is that you'll have to shovel your enemy to death.
#185
Posted 22 May 2012 - 09:33 AM
For simplicity sake of getting melee in the game in a way that would seem natural from a first person perspective of the Mech cockpit it really needs to work similar to other weapons in the game, click a fire button and get a straight punch to the center of your crosshairs for fists and a direct downward or diagonal chopping motions for melee weapons.
I'm guessing for practical reasons the weapons in said arm might have to be disable until the animation finishes, though it would be rather interesting if I could punch another mech in the torso and then blast it with the lasers built into that arm for extra effect. but chances are the weapon would shoot off in some crazy random direction for mechs with weapons, unless they extended their arms straight and made the cutting motion almost entirely from the 'wrist' which wouldn't have the same powerful feel of using that whole arm to hack at your foe. Also you need to start worrying about it being possible to shoot your own arm with your torso mounted weapons! Think about where that Atlas mounts it's AC20 it's just asking to blow off it's own elbow!
Perhaps this would have to be limited to only a few chassis which have clearly designed melee weapons or fists with well articulated arms, just for animations sake. Realize part of what makes this so much more work is every mech would have to have all it's melee attacks individually animated, unlike any of the other weapons that essentially look the same and have the same animation for every single mech chassis in the game.
For the sake of balance, as having a melee attack is an extra source of damage, I think it would be fair to require players to spend tonnage & critical space on a melee weapon (or reinforced fist) if they want to have a melee attack.
It certainly would give the IS something that was a clear advantage eschewed by the Clans and go a long way making IS mechs even more deadly in close quarters and city brawling.
Edited by Kreisel, 22 May 2012 - 09:43 AM.
#186
Posted 22 May 2012 - 12:26 PM
#187
Posted 22 May 2012 - 03:14 PM
axeman, hatchetman, melee weapons etc are all infantile, stupid, unrealistic, implausible ideas that could only appeal to idiots.
#188
Posted 22 May 2012 - 08:37 PM
#189
Posted 22 May 2012 - 10:17 PM
In application, it can be used to attempt to throw off aim and/or maybe an attempt to force a mech into particular terrain and doesn't have to be from a purely melee source but certainly from something that can impart at least some of its kinetic energy. If a mech is stumbling, maybe it can be easier to knock over while its attempting to regain its balance, even.
If I'm not making much sense, think along the lines of "Big Dog" (try youtubing
'boston dynamics bigdog' I guess.)
Anyway, just thought I'd share...
#190
Posted 23 May 2012 - 03:30 PM
cinco, on 22 May 2012 - 03:14 PM, said:
axeman, hatchetman, melee weapons etc are all infantile, stupid, unrealistic, implausible ideas that could only appeal to idiots.
Are you for real or working really hard to sound like an invalid?
60-90 Ton mechs designed to use jump jets and land without crushing their legs under the weight could handle the shock and pressure of swinging a metalic or other form of object against an opponent. Melee weapons make perfect sense in the dark, gritty back water world of Battletech where ammo can sometimes be rare and logistics unreliable.
Edited by PANZERBUNNY, 23 May 2012 - 03:32 PM.
#191
Posted 02 November 2012 - 12:09 AM
#192
Posted 02 November 2012 - 05:32 AM
CHWarpath, on 02 November 2012 - 12:09 AM, said:
Ooh holy Necro! Did you look at the date of the last post? No? Congratulations for summoning a 5 months old thread from its grave with such a nonsense comment. You should feel really bad...
#193
Posted 02 November 2012 - 05:40 AM
#194
Posted 02 November 2012 - 02:02 PM
I know that I wouldn't like any of the other melee options, other than kicking... All mechs have long sexy legs. =)
Edited by Wraen, 02 November 2012 - 02:03 PM.
#195
Posted 16 June 2013 - 06:15 PM
CHWarpath, on 02 November 2012 - 12:09 AM, said:
I love it when video gamers insult tabletop gamers Their idea that people who go out and interact with real people face to face is somehow "uncool" while sitting at home alone playing with their joystick makes people like warpath cool is amusing to me
Edited by Fabe, 16 June 2013 - 06:17 PM.
#196
Posted 16 June 2013 - 06:18 PM
#198
Posted 16 June 2013 - 06:34 PM
#199
Posted 16 June 2013 - 06:38 PM
Edited by Fabe, 16 June 2013 - 06:38 PM.
#200
Posted 16 June 2013 - 08:01 PM
Zerik, on 01 November 2011 - 06:22 PM, said:
Perhaps not my best choice of wording, but what has been said cannot be unsaid!
Basic physics dictates that two heavy metal object ramming into one another will result in damage to both heavy metal objects. A reinforced fist smashing into a reinforced torso naturally means both reinforced metal structures are going to take heavy damage, which is the gist of what I was attempting to state.
But a fist slamming into a torso does more dmg to the torso then to the fist, just like a human fist can break human rips without shattering. I agree that it still might be a bad idea to hit someone with your weapon barrel, like a Dragoon using the right arm to hit someone, but for a mech specificly designed with hands, like an Atlas (or smaller scale: Commando) could smash away without the fear of warping a barrel.
And quite a few mechs can punch at all..ah well, at least they can kick.
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