Author Topic: Ammo limited melee attacks?  (Read 954 times)

Offline Frumple

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Ammo limited melee attacks?
« on: July 18, 2009, 11:44:09 PM »
Best way I could figure to summarize it, anyway.

Basic story is I kinda' sorta' want to make a GH2 version of SRW-OG 1's basic your-side mech, the Gespenst... which I thought had a limited ammo melee weapon (Jet Magnum!), but is in fact an energy weapon. Huh. That makes things easy, then...

In any case, it brought to mind a question: Is it possible to have melee attacks that are ammo driven, or is the best option for simulating such things a low range gun?
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Offline Frumple

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Ammo limited melee attacks?
« Reply #1 on: July 19, 2009, 12:24:26 AM »
Though... for fun and profit, the initial design. It's not much; a Daum stripped of hover jets, with game matched weapon tweaks (whose stats are probably delightfully off) and a moved cockpit. Well, and a batt6 instead of 5, so it's a bit bigger. As I'm starting up a legit (No money/pilot point cheats, heh.) run that just might stay legit (doubtful), I might end up converting a few more neat designs. Anyway, enjoy.

Shame it's hard to make a decent super in GH2, though. Least without horriblely unbalanced tweaks.

Quoting: Design
Battroid 6
Name <Gespenst>
Desig <Mk. II>
desc <An ancient mass-produced battroid design discovered in the wastelands of Earth. Though dated, the Mk. II Gespenst is still capable of holding its own in ground engagments.>
type <GROUND INSIDE>
factions <GENERAL>

sub
Head
   Armor 3
   mass -1
   sub
      Sensor 6
      
      CPit
      Armor 2
   end
   inv
      HeadArmor 2
      Mass -1
   end

torso
   Armor 3
   mass -1
   sub
      Sensor 1

      Mount
      Name <Upper Torso Mount>

      Mount
      Name <Lower Torso Mount>
      inv
         MLauncher 12
         Name <Split Launcher>
         sub
            Rockets 1
            Name <Split Missiles>
            Range 7
            Magazine 120
            type <SWARM>            
         end
      end

      Computer 3
      mass -3
   end
   inv
      BodyArmor 3
      Mass -2
   end

Arm
   Name <Right Arm>
   Armor 3
   mass -1
   sub
      Hand
      inv
         Gun 3
         Name <Machinegun>
         desig <M-95>
         Range 4
         caliber <30mm caseless>
         Speed 3
         BV 5
         Acc -1
         sub
            Ammo 3
            caliber <30mm caseless>
            Magazine 150
         end
      end
   end
   
   inv
      ArmArmor 2
      Mass -1
   end

Arm
   Name <Left Arm>
   Armor 3
   mass -1
   sub
      Hand

      Mount
      Name <Jet Magnum Mount>
      inv
         EMelee 13
         Name <Jet Magnum>
         Acc 3
         Integral
      end
   end
   inv
      ArmArmor 2
      Mass -1
   end

Leg
   Name <Right Leg>
   Armor 3
   sub
      Mount
      Name <Right Leg Mount>
   end
   inv
      LegArmor 2
      Mass -1
   end

Leg
   Name <Left Leg>
   Armor 3
   sub
      Mount
      Name <Left Leg Mount>
   end
   inv
      LegArmor 2
      Mass -1
   end
end


Ha. Few hours later I actually get ahold of some fluff stats for the machine, upon which it turns out this particular design is at around 20 tons underweight. See about fixing that sometime after I catch some sleep and can think straight, heh.
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Offline barrelroll

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Ammo limited melee attacks?
« Reply #2 on: July 21, 2009, 11:10:20 PM »
Sweet...but no Gespenst Kick?!?!? ;_;

Offline Frumple

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Ammo limited melee attacks?
« Reply #3 on: July 22, 2009, 02:12:00 AM »
Hah, not particularly. I based this off the bog standard disposable Gespensts you get in the early parts of OG1 on the GBA, before I started looking up actual fluff stats, and those sad little machines get naught but the split missiles, a machine gun, the JET MAGNUM... and a nice looking design, heh.

Anyway, a couple of arena fights has this thing doing fairly decently. Insofar as ranged weapons go, the Gun's "weaksauce," as they say, but a full salvo or pair of half salvo split missiles has been damaging or destroying at least one mech per fight.
The JET MAGNUM on the other hand might be a bit much for a low-end mecha -- of the five or six times I've gotten close enough to use it in the last two battles, all but one of those was a 1 hit tko -- and that one was a miss against a speeding wraith (Which got magnum'd later on in the fight, hah.).

To be fair, it was an awesome miss though, as the mech went from JET MAGNUM swing to off the end of a cliff in the same action. Crazy blighter apparently took a flying leap at the Wraith... which is pretty in character, heh.

Pretty in line with my usual hackjob mecha designs, honestly. Next up is tinkering with transforming mecha, hohoho. S'going to be interesting to see if I can get limbs to 'split'...
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Offline SharkD

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Ammo limited melee attacks?
« Reply #4 on: August 08, 2009, 01:12:00 AM »
Here's some ideas for melee weapons with ammo:

- Hollow-barbed stick. Basically like a porcupine (or the spike sticks that police use to puncture tires), you loose some quills/barbs each time you use it. Since the barbs are hollow, the victim looses a bit of blood each turn.
- Poison knife. The poison wears off over time. (Can still be used as a knife though.)
- Anticoagulant. Same as the poison knife, except that the victim can't stop bleeding.

Offline Vair

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Ammo limited melee attacks?
« Reply #5 on: August 08, 2009, 05:19:03 AM »
I like SharkD ideas, although these would be more for SF:0 combats and are not fitting for this topic, where SRW-OG GH2 modification is being discussed. New topic, anyone? :P