Edited by General Taskeen, 10 March 2013 - 10:33 AM.
Battletech Melee Weapons
#21
Posted 10 March 2013 - 10:33 AM
#22
Posted 10 March 2013 - 05:25 PM
Another scenario is running out of ammunition. It would be great to still be kind of useful once your ammo is depleted.
I also like this as it's a way to discourage close combat from devolving into a boring "death circle" (two mechs circling each other in a stalemate). In my mind this happens because the most logical way to fight with ranged weapons at close quarters is to try to get behind your opponent. Imagine: two mechs running toward each other, guns blazing, and instead of trying to get behind each other, they get in close and try to knock the other mech down before their enemy can.
Then there's melee mechs like the Axeman ect. which I would LOVE to see come in as a frontal assault mech. sSRM boats? I don't think any of those would enjoy getting too close to a mech sporting a melee weapon.
#23
Posted 10 March 2013 - 08:09 PM
#24
Posted 10 March 2013 - 10:13 PM
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#25
Posted 10 March 2013 - 11:05 PM
#26
Posted 11 March 2013 - 02:51 AM
#27
Posted 13 March 2013 - 09:34 AM
1. It's canon. Good reason for me, although I recognize that this won't matter to many other people.
2. It's an important part of a mech's arsenal. There's a reason that 'ankle-biting' is such an effective tactic right now: the Raven/Jenner/Spider/Cicada doesn't have to worry about the mech he's harassing, which is often two or three times his tonnage, simply getting fed up and booting him into the next solar system. Assault mechs are slow to move and slow to turn, and right now the only way to be able to stand up (?) to ankle-biters in an assault is to pack as large an engine as possible, which is ludicrously expensive and makes you weaker (due to the increased weight) against other mechs of similar size. The only alternative is to rely on your team mates, and we all know how wrong that can go. As it is currently, I feel it to be unbalanced.
3. Its one of the few advantages in one-on-one combat the Inner Sphere had over the Clans. Sure, the Clans aren't in yet, but when they are, without the ability to take the steel gloves off and just beat on each other (something that Clans DON'T do, since they think it's dishonorable), Inner Sphere mechs will be at an even bigger disadvantage than they will with all the other strengths the Clans possess.
I'll admit that MWO isn't a direct translation of Battletech on the tabletop, but it needs this.
#28
Posted 13 March 2013 - 10:08 AM
#29
Posted 13 March 2013 - 11:06 AM
#30
Posted 13 March 2013 - 11:08 AM
#31
Posted 13 March 2013 - 12:12 PM
Upcoming Content and Feature Tracker
#32
Posted 13 March 2013 - 12:16 PM
Youngbull1980, on 21 November 2012 - 01:17 AM, said:
I don't want any Kung-Fu looking 'mechs, obviously, but an Axman, Hatchetman or a 'mech with a "Battle fist" like the Awesome would be fun to use in desperate situations, in particular if you did a slow-recovery leap-attack like Steel Battalion. Melee should be very high risk if it ever shows up.
#33
Posted 19 March 2013 - 12:17 PM
#34
Posted 03 April 2013 - 10:37 AM
Keyonastring, on 19 March 2013 - 12:17 PM, said:
You don't see it like: scout runs up to assault, scout does almost worthless melee attacks due to weight difference, assault alphas, light goes pop.
#35
Posted 04 April 2013 - 04:17 AM
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#36
Posted 04 April 2013 - 06:23 AM
#37
Posted 04 April 2013 - 07:00 AM
- If piloted properly in the current environment, assault mechs have no need of melee attacks to deal with lights, and lights should never be in a position to be affected by them.
- It's very hard to implement with server-authoritative net-code.
- Collisions would be a far better mechanism of producing the desired results.
#38
Posted 04 April 2013 - 07:04 AM
IrrelevantFish, on 04 April 2013 - 07:00 AM, said:
- It's very hard to implement with server-authoritative net-code.
If it's just like small range weapon (5m max range or smth like this). It will be not "very hard to implement".
Edited by Mokou, 04 April 2013 - 07:04 AM.
#39
Posted 04 April 2013 - 08:06 AM
Mokou, on 04 April 2013 - 07:04 AM, said:
If it's just like small range weapon (5m max range or smth like this). It will be not "very hard to implement".
Not exactly. The problem is that standard weapons-fire can be simulated quite accurately with simple points or lines, and the shooter and target remain relatively independent of each other.
Neither is the case with melee attacks, where the shape and volume of the striker and the target must be taken into account, the striker and target become momentarily physically connected, and (if knockdowns were implemented) the target's final location depends on the directionality and location of both the striker and target ... not to mention what would happen if multiple mechs were attacking at once.
Now, I suppose you could treat melee attacks as short-ranged projectile weapons, but the simplicity would cause significant artifacts, both visually and in gameplay. An implementation that would satisfy the expectations of today's gamers would be very messy indeed.
#40
Posted 04 April 2013 - 10:26 AM
I remember a game I double punched a cheese warhawk in the face twice with my ammo-less battered Atlas. That clanner 'flipped a ******!".
Implamenting it is the issue. Creating attack animations, collision detection, and all that crap is alot of extra work that PGI will struggle with. (they cant even put two mechs out a month, and that last ones 3d geometry make me puke.)
If it was implamented they should also add the ability to "pew pew" mechs to flip their guns backward to fire behind them like in TT. New level of depth.
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