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rifles/melee weapons?


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#81 Project_Mercy

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Posted 25 June 2012 - 11:34 AM

The advantages of the melee weapon were

1.) Not as much of an issue if it gets fouled up. You can disengage the weapon
2.) Battletech armor (which is what you're kicking/DFAing/charging with) is designed to be ablative, the melee weapon can instead be designed to be hardened. Yes, some mechs may have combat fists, but again your fist is a sensitive structure designed to be articulated. Not a giant chunk of hardened steel.

Edited by Wraeththix Constantine, 25 June 2012 - 11:35 AM.


#82 Hikaru

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Posted 25 June 2012 - 11:35 AM

It really, truly brings physical pain to me when someone earnestly tries to open their mouth and actually say that FASA Battletech novels are not part of the Battletech literary canon, or that melee combat is not part of the Battletech canon.

It's in the game. It's been in Battletech since day one. This is immutable fact.

#83 Deathz Jester

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Posted 25 June 2012 - 11:35 AM

Can an Urban Mech melee?

:3

#84 Alizabeth Aijou

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Posted 25 June 2012 - 11:39 AM

View PostIron Harlequin, on 25 June 2012 - 11:35 AM, said:

Can an Urban Mech melee?

:3

It can DFA...

#85 HumanWafer

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Posted 05 November 2012 - 04:11 AM

I would love to be able to rip apart the cockpit of those pesky janners with my commando. Actually it would be the only reason to play commando instead of other lights.

#86 Noth

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Posted 05 November 2012 - 04:13 AM

View PostHumanWafer, on 05 November 2012 - 04:11 AM, said:

I would love to be able to rip apart the cockpit of those pesky janners with my commando. Actually it would be the only reason to play commando instead of other lights.


How about using the Jenner as a club when you are in an atlas

#87 Steinar Bergstol

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Posted 05 November 2012 - 06:11 AM

A Jenner would be too heavy to use as a club. I believe the weight limit for what an Atlas as a 100 ton mech could lift is 20 tons. So a Locust or a Flea would be fine as a club. :)

#88 Corpse Grinder

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Posted 05 November 2012 - 07:16 AM

View PostSkillex, on 08 March 2012 - 09:51 AM, said:

Was hoping to have some similar features from gundam like laser swords and such, maybe some day =/


This isn't gundam.....

#89 MW Waldorf Statler

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Posted 05 November 2012 - 08:08 AM

Melee weapons are for Parade-mechs & Solarisbrawler ... in normal combat Mech would not come near to melee range, 3-4 tons for a useless melee weapon, and to dispense with ammunition, heatsinks, or armor? against Meleemechs just a few Thunder LRMs with mines or a simple Minefield, or some air/space-jets. MWO with not double Armor values​​, the fighting would have to end in the middle distance

Edited by CSJ Ranger, 05 November 2012 - 08:19 AM.


#90 Noth

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Posted 05 November 2012 - 08:20 AM

View PostCSJ Ranger, on 05 November 2012 - 08:08 AM, said:

Melee weapons are for and what Parademechs & Solarisbrawler ... in normal combat Mech would not come near to melee range, 3-4 tons for a

useless melee weapon, and to dispense with ammunition, heatsinks, or armor? against Meleemechs just a few Thunder LRMs with mines, or some air/space-jets. MWO with not double Armor values​​, the fighting would have to end in the middle distance



Yet designs like the hatchetman, axeman, berserker and several others were renowned for their ability to rip mechs apart in melee during actual warfare (not in solaris). Explain that? Oh that's right not all combat is fought on a perfectly flat battlefield.

Edited by Noth, 05 November 2012 - 08:21 AM.


#91 William Draven

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Posted 19 December 2012 - 05:19 PM

I'm not overly concerned with the weapon aspect of melee, so much as giving a purpose to my Centurion's left hand. All that arm does is store things. Personally I'd like to be able to reinforce the hand enough to maybe punch or crush, maybe even rip off an enemy mech's cockpit or arms. Though the retractable blade (mentioned at sarna.net) could be REALLY fun on that mech.





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