Jet Morgan, on 11 March 2012 - 11:26 AM, said:
Agreed - laser swords would just not sit well with the 'gritty' feel of the Mechwarrior / Battletech Universe and besides: the heat generated would probably be ludicrous.
... come to think of it Lorddeathstrike - I seem to recall maces were an option too - or have I been inhaling coolant vents too long?
List of Melee Weapons
MagicLlama, on 11 March 2012 - 05:40 AM, said:
I just don't think melee is all that appealing. It sounds more like "I'm bored with shooting things" than "This is a mearningful and important part of mech combat." Part of it is that I planned Clans, so there was very little reason to engage in melee unless I was cornered. But I think that melee in the game would be more trouble than it is worth. Also, many of the people I have read who have liked melee combat are either exaggerating the effectiveness of melee weapons or are just reliving good games they have enjoyed and want to recreate it in an electronic environment. I haven't played in a while, but, last I saw, swords were ineffectual and were made to soothe the egos of Draconis Combine pilots. There isn't an instant kill melee weapon (well, a mace with triple strength myomer was pretty much one as I recall...), and if there was then why would anyone not charge in and attack with it? Most mechs have enough armor to get within melee range, so why wouldn't we all cast down our lasers and engage in melee combat?
I don't think that melee combat should ever be part of the first-person simulation style of Battletech games. It is too out of place. It would either be weak or overpowered, and if it is weak then no one will use it. If it is overpowered, then it will be overused and reviled. I don't think that there can be a satisfying solution implementing it.
Someone should just make an arcade fighting game with the mechs instead, to balance out the ignoring of melee in all the other fine electronic Battletech games.
Melee (like charging/ramming, DFA, and every other weapon option) has its place and time, and is of questionable (if any) effectiveness outside of the situations for which it was intended.
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Unlike the impromptu clubs often found on the battlefields, these weapons are purpose built by weapon manufacturers and offer better balance and control to the warrior using them. Many of these weapons are usually used by the gladiators participating in the Solaris Games. In the scavenger culture of the Succession Wars the use of a melee weapon (particularly the Hatchet) allowed a MechWarrior to remove whole limbs from an enemy.
After all, it doesn't make much sense to try to snipe with a small laser, right?
Canonically:
Hatchets impart one unit of damage for each 5 tons of the carrying BattleMech's weight.
Swords (produced by the Draconis Combine in 3058 because they apparently felt that hatchets were too "crude"
) impart one unit of damage for each 10 tons of the carrying BattleMech's weight.
Maces impart two units of damage for each 5 tons of the carrying BattleMech's weight.
A hit from an
Axman's hatchet (without TSM) could produce 13 units of damage - enough to decapitate another BattleMech in one strike.
xSNAKEx, on 11 March 2012 - 03:04 AM, said:
Heres how I think they can implement a type of melee combat that sits well with the game. Implement a "lunge" button, and while holding it move your mouse in the direction you want to lunge toward. If you hit with your shoulder, you will deal more damage to the enemy than you do to yourself.
If you miss your lunge however, you fall on the ground and take damage anyway.
This is not as unrealistic as it may sound. All the mech would have to do is purpose lean toward a side like they do when moving, but not take a next step in that direction, and when the mech starts to fall over maximum thrust to the legs to propel the mech in that direction.
TechManual (on page 40) actually describes melee combat from the MechWarrior's perspective as:
Quote
Punching is trivial: click the punch mode switch, aim the crosshairs, and pull the punch trigger.
Ditto for using clubs and hatchets.
Canonically, the pilot selects a target, ensures that the target is in range, and issues the melee command; the 'Mech itself takes care of the rest...