Battletech Melee Weapons
#61
Posted 12 July 2013 - 10:45 AM
#62
Posted 12 July 2013 - 10:48 AM
#64
Posted 12 July 2013 - 10:53 AM
That said, just a dumb, simple, generic Swing Yo' Fist animation would make me happy, even if it's only the equivalent of the Worms series's Prod "attack."
Edited by Blue Footed Booby, 12 July 2013 - 10:55 AM.
#65
Posted 21 July 2013 - 04:32 PM
Capt Cole 117, on 10 March 2013 - 11:05 PM, said:
Actually the blade of the axe or swords is described at least once in the books as having a diamond edged and carbon-fiber reinforced blade, so that it actually chops through armor, rather than just crushing it. Whereas the club weapon is really just a handle attached to a reinforced wad of armor plating.
#66
Posted 21 July 2013 - 06:58 PM
Capt Cole 117, on 10 March 2013 - 11:05 PM, said:
I hear that during the long period of human history where metal body armour was widely used by state militaries, swords and axes were very niche weapons and everyone used clubs.
#68
Posted 11 August 2013 - 11:22 PM
Capt Cole 117, on 10 March 2013 - 11:05 PM, said:
Even in the age of plate armor, melee weapons designed for it could still punch through it. Spears, pole axes, even swords could pierce it if used with the right technique (half-swording, or reverse it to use the quillions/pommel). Yes, it's all the same stuff, steel, but geometry matters.
#69
Posted 13 August 2013 - 12:02 PM
As you would also be picked off with ERPPC's and ER Large Lasers, and LRMS before you in the melee mech can even get close enough to do anything with said melee weapon(Sword,axe,mace,spear,dagger,lance,flail,halberd and so on one hand or two hand).
Edited by Zarla, 13 August 2013 - 12:37 PM.
#70
Posted 13 August 2013 - 01:24 PM
#71
Posted 22 August 2013 - 05:54 PM
Edited by Johnny Z, 22 August 2013 - 05:55 PM.
#72
Posted 22 August 2013 - 06:49 PM
#74
Posted 04 September 2013 - 02:19 PM
Edited by Johnny Z, 04 September 2013 - 02:44 PM.
#75
Posted 04 September 2013 - 02:53 PM
Johnny Z, on 04 September 2013 - 02:19 PM, said:
Exactly how many decades of BT would we have to discard to get rid of melee-weapons and Clans?
#76
Posted 04 September 2013 - 04:08 PM
DI3T3R, on 04 September 2013 - 02:53 PM, said:
Exactly how many decades of BT would we have to discard to get rid of melee-weapons and Clans?
Not sure never actually owned any of it myself. But to the best of my knowledge clans was added after bt, mechwarrior, aerotech. Also that Natasha Kerensky was a famous Warhammer pilot for The Wolf's Dragoon's and a notorious mercenary. Last I heard some vegetable made her a clanner? Anyway alot of the fiction that has been added was either some serious bad marketing or a downright beating up of the original bt universe.
I have never been serious about learning the various fictions so I could be wrong about alot of stuff. It interests me though.
Melee would be a huge mistake in my opinion in 31st century armored combat. At least for mechs.
Which is also why none of the other mechwarrior games have tried to add melee into a game with auto cannons and ppc's.
Edited by Johnny Z, 04 September 2013 - 04:31 PM.
#77
Posted 08 September 2013 - 08:06 AM
Johnny Z, on 04 September 2013 - 04:08 PM, said:
Not sure never actually owned any of it myself. But to the best of my knowledge clans was added after bt, mechwarrior, aerotech. Also that Natasha Kerensky was a famous Warhammer pilot for The Wolf's Dragoon's and a notorious mercenary. Last I heard some vegetable made her a clanner? Anyway alot of the fiction that has been added was either some serious bad marketing or a downright beating up of the original bt universe.
I have never been serious about learning the various fictions so I could be wrong about alot of stuff. It interests me though.
Melee would be a huge mistake in my opinion in 31st century armored combat. At least for mechs.
Which is also why none of the other mechwarrior games have tried to add melee into a game with auto cannons and ppc's.
Natasha Kerensky wasn't made a clanner she was Born as a clanner. In fact the pretty much all of Wolf's Dragoons where from Clan Wolf on a long term intelligence gathering mission.
http://www.sarna.net...lf%27s_Dragoons
#78
Posted 08 September 2013 - 01:12 PM
The main reason to add melee is the fact that melee was one of the few advantages that the IS had over the clanners that helped them triumph... The vast majority of clanner mechs were incapable of melee due to pod and barrel use over hand and arm actuators.. and clanner mechwarriors wouldn't deign to lower themselves to use melee because it wasn't proper and honorable.
Johnny Z, on 04 September 2013 - 04:08 PM, said:
Not sure never actually owned any of it myself. But to the best of my knowledge clans was added after bt, mechwarrior, aerotech. Also that Natasha Kerensky was a famous Warhammer pilot for The Wolf's Dragoon's and a notorious mercenary. Last I heard some vegetable made her a clanner? Anyway alot of the fiction that has been added was either some serious bad marketing or a downright beating up of the original bt universe.
I have never been serious about learning the various fictions so I could be wrong about alot of stuff. It interests me though.
Melee would be a huge mistake in my opinion in 31st century armored combat. At least for mechs.
Which is also why none of the other mechwarrior games have tried to add melee into a game with auto cannons and ppc's.
None of the MW games did it because of technical limitations on the engines that they were built on. Melee plays a huge part in the BT universe.. there are mechs specifically designed to take advantage of it, there are a variety of weapons available to use, and it is also one of the major advantages of the IS over the clans.
#79
Posted 09 September 2013 - 11:00 PM
First, how do the darned things work? Personally, I'd give them the firing mechanics of a flamer, but obviously only mountable in locations where there are appropriate actuators. I might even go so far as to say that mounting a melee weapon required additional shock absorption components installed in the arm, giving them a weight comparable to the damage output of the weapon, so that the weight of the weapon isn't what counts.
Like a flamer, anything in the "cone of fire" produced by the arm mounted weapon, suffers continuous impact tremors, much like a mech being pelted by cannon fire, but the mech swinging the weapon would suffer the same, perhaps more, if they hit a heavier mech with their weapon.
Regardless of positioning, when 'fired' the weapon would simply be extended via the elbow and shoulder, so that it 'reaches out and touches' the arm's crosshair position. Thus, if you want to drag your axe from right shoulder to left hip across a cataphract, you would begin the swing, and 'fire' the weapon via weapon grouping approximately when your crosshair started making contact with the enemy mech. This would result in a large amount of damage to the shoulder, and moderate damage to the chest, cockpit, and finally, the opposite side of the torso would receive comparatively little damage.
The swinging speed of the mech's torso and arms are already in game, and relating the speed of the weapon as it is in motion is an easy way to calculate approximately how much damage the weapon should do at that speed, as well as how much impact each tenth of a second is generating (Last I recall, lasers do their damage once every tenth of a second, so this seems like a good place to start) As well as making it very useful for some builds of mech over others.
Aiming while swinging a melee weapon would obviously be difficult, if you have to have the torso swinging while shooting, a lot of weapons aren't going to inflict full damage during a swing, this limits builds where both are used at once for 1 hit kills and such.
#80
Posted 09 September 2013 - 11:22 PM
Awesomes have little four-fingered claw hands that look useful for... maybe digging?
Shadowhawks and Centurions have sophisticated-looking hands with an extra thumb and lots of joints.
Mechs with knuckle nubs can equip a spike, which is cheap, light, and good for really fast poke poke poke impacts, almost like a melee ac2, those with cannons+Hands can equip handled weapons like hatchets and clubs, but nothing terribly sophisticated, that act more like missiles, they hit an 'area' with relatively little accuracy, and they do it all at once, but with a long cooldown.
Something with real hands, or improved hands, could wield more efficient, less weight-based weapons that did damage more like a laser, by cutting, than just the impact of the weapon hitting metal, it would be spread out over the time the arm is extended.
Against exterior armor, melee weapons have a 'bounce' to them, to balance their power in close quarters, doing greatly reduced damage, and even further butchering your ability to aim. Against sensitive internals, however, huge damage magnifications make them deadly threats against softened-targets.
There are many ways to balance them, make them fun, and even useful additions to the variety of builds and successful gameplay we encounter today. It's all a matter of how carefully PGI codes their functionality.
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