Edited by Nik Van Rhijn, 11 December 2011 - 12:04 PM.
Melee Combat
#101
Posted 11 December 2011 - 12:03 PM
#102
Posted 11 December 2011 - 01:41 PM
Though I don't know. I really want to see close combat, but i don;t want it to be too staid and boring.
#103
Posted 12 December 2011 - 06:59 AM
Dragorath, on 11 December 2011 - 07:45 AM, said:
I fully agree. Charge would be good for noobs which are crashing into an Atlas *muhahhaa* But it would be also nice for everyone. If your arms are gone, your weapons are destroyed, no back up and you can't flee... I don't want to be the playball than.
Yeah, at least SOMETHING on melee! Been lackin' for too long (well, for never XD ) and this post above pretty much encapsulates it. You know, what point is there to still be around in the battlefield if you're pretty much stumped?
Of course, a player in such position would not live for long anyways, but still.
#104
Posted 12 December 2011 - 10:14 AM
The thing is with melee at least in tabletop, you couldn't use the weapons in that arm if you used it. How would you propose that be implemented? Kicking is fine, if you missed, you had a chance to fall. The question really lies with punching/melee weapons. I suppose you could have a CD timer for meleeing or somesuch.
#105
Posted 13 December 2011 - 08:15 AM
Guess what my reaction was when this popped in on the instructions.
#106
Posted 13 December 2011 - 03:58 PM
#107
Posted 13 December 2011 - 04:08 PM
Using weapons on a punching arm - Um, the arm holds the weapons port - so you trigger the weapon as it comes around and is pointed at the target 'mech... or really at any time the weapon port is pointed at the target.
...
I could see melee working as a mode switch - when you get that close, tap the appropriate key to switch the arms from "weapons tracking" mode to melee mode (punching is different than tracking with weapons), and than your primary trigger is for "punch" towards what the reticule is targeting (or the nearest thing it can physically reach) - secondary trigger for kick, which wouldn't be very targetable but would have a decent chance of smashing your target down low.
#108
Posted 13 December 2011 - 05:10 PM
Anything else would be too difficult to implement and don't really make sense. All that shoulder rolling, jumping jack, martial art mech nonsense should never have been allowed slip into the novels. It would be impossible with the control systems used and the design of the mechs themslves. Many of them do not even have arms and they are not exactly nimble machines!
#109
Posted 13 December 2011 - 06:43 PM
Fiachdubh, on 13 December 2011 - 05:10 PM, said:
Pardon? ... Where in the novels are 'mech pilots shoulder rolling, doing jumping jacks, and martial arts in their 'mechs?!?!?????
Besides which, 'mech physical attacks aren't "nimble" by any means.
They're brute attacks that do damage by bending the armor plates of opposing mechs such that the super-hard armor on those plates shatters like tempered glass...
#110
Posted 13 December 2011 - 07:00 PM
Pht, on 13 December 2011 - 06:43 PM, said:
If you've hung around the forums, just a few novels here and there. No jumping jacks, just stretching and the first ever mech calisthenics parade. A Victor has made a dodge roll or two.
They're good enough for that because neurohelmets.
I tried kicking my home punching bag a few days ago. For some reason, my pants were halfway down at the time. I am still feeling the effects of missing a kick and failing the subsequent roll. Ow.
Only going to be as clumsy as the pilot is...
#111
Posted 14 December 2011 - 12:07 PM
#112
Posted 15 December 2011 - 02:33 PM
Have to say the idea of an axe hitting the opposition never gets old!
Like a few others I would love to the see the option of a shoulder charge....of course if this were introduced I would be of the opinion of making it a high risk/damage delivering attack. For example if you land the attack and if the weight classes are reasonable (example heavy Vs heavy) then the opposition mech should be floored with significant damage (and obviously some damage for yourself). And in the event of you missing your charge there should be some drawbacks like perhaps a significant overheating or difficulty turning around to face the enemy again.
Not sure if jump jetting and landing on your target is considered a melee attack but it's definitely a winner!!! (if you can pull it off......)
#113
Posted 15 December 2011 - 10:35 PM
and the same for charging and ramming depending on your mechs design is its head stationed in the center of the torso or does it sit on top...if its in the center torso you wouldn't want to ram someone head on in fear of crushing the cockpit instead you would dip your torso down and slam into them with your left or right arms.....just somethings that i think would add to the melee experience
Edited by Valdor Constantine, 15 December 2011 - 10:36 PM.
#115
Posted 16 December 2011 - 02:00 AM
#116
Posted 16 December 2011 - 03:16 PM
#117
Posted 16 December 2011 - 06:10 PM
The notion of Melee therefore is really about defining what an act of desperation is. What would make a person become so desperate as to destroy their very expensive mech that way ...
Death ... if you really fear dying, if what you do in a mech really matters, if you really want to come home again ... then sure ... crash into another mech and maybe live to see another day ... that is the only place I can see this sort of outrages behavior making any sense.
#118
Posted 16 December 2011 - 09:06 PM
pcunite, on 16 December 2011 - 06:10 PM, said:
The notion of Melee therefore is really about defining what an act of desperation is. What would make a person become so desperate as to destroy their very expensive mech that way ...
Death ... if you really fear dying, if what you do in a mech really matters, if you really want to come home again ... then sure ... crash into another mech and maybe live to see another day ... that is the only place I can see this sort of outrages behavior making any sense.
"Desperate acts" were DFA and charging. Tactical maneuvers and strikes involved punches, clubs, and kicks.
#119
Posted 16 December 2011 - 09:34 PM
Phades, on 16 December 2011 - 09:06 PM, said:
It's just the people who were introduced through the video game, and were duped into a false view of what BT is like. Kinda sad that some people actually want to have less control over their machine, realistic explanations or no.
Which there are no such realistic explanations against kicking, by the way. You walk on your feet all the time, and they take the stress of supporting your weight just fine. Kicking someone is like walking on his face, only sideways. And then you may literally walk on their face once his hand-less mech has its arse firmly planted on the ground, due to his Clanner idea that kicking is for desperate barbarians.
Edited by Xhaleon, 16 December 2011 - 09:39 PM.
#120
Posted 16 December 2011 - 09:39 PM
Xhaleon, on 16 December 2011 - 09:34 PM, said:
Which there are no such realistic explanations against kicking, by the way. You walk on your feet all the time. Kicking someone is like walking on their face, only sideways. And then literally walking on their face once their hand-less Clanner mech is on its arse.
Even within the video game indoctrinations, just looking at the weapon values you would be able to tell that design A is going to operate at 0-500 meters while design B is going to operate between 800-1,200 meters.
Perhaps I assume too much when I guess that would be "common sense".
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