Since melee isn’t implemented yet, I’m not certain how you can say it’s incompatible. It’s quite possible that a melee attack will be a more special ability that uses the remaining actions. And, as a perk of that, if you have any point blank weapons besides the melee weapons, they could potentially fire off after the melee strike.
While melee its not yet implemented (for soldiers), in PP every single action is measured by time-points. there is no “turn ending” ability/action. So most likely, a (soldier) melee action will only be a single hit and thats it, you could follow up that action by any other action you want if that soldier has enough time left
Basically, shot-move-melee, will be most useful combo, as melee is much faster than shooting, maybe 2 or 3 movement points, so it is more likely to function that way. If you played modded X-Com, TFTD or new XCOM 2, you know that you have to move after melee, or you are dead, so turn ending melee is something niche. Maybe like a power strike or something, to finish of opponent when no other enemies endanger you.
Given how PP is setting itself up you could potentially have an opponent which is fully armoured, or electronically shielded to the same effect and therefore impervious to being attacked by projectiles. That would make melee engagement a must.
The one thing I don’t like about mounted combat is that often, mounts equate high move speed or evasion and that is hard to convey in a turn based game. Turn based games are quite efficient at conveying slugfests behind covers and somewhat static combat, but trying to picture a motorbike zooming across the battlefield isn’t very satisfying when it moves for 5 seconds per turn and then sits stationary.
I have no issue without mounted models on principle, but I’d rather keep them to semi mobile weapon platforms rather than supafast whatevas.
With all the original threads disappearing as the forum was rebuilt it’s hard to remember what’s already been said on this topic, but I think I previously also suggested the idea that sometimes the necessity to use melee could be environmental. For instance, setting a battle to take place in an oil refinery or power-plant.
“Look, we can’t have any firing in there. I, uh… I want you to collect magazines from everybody.”
“What the hell are we supposed to use, man, harsh language?”_
A little note about the Melee commbat: I just watched a youtube video with the Alpha/technical build of PP (with manual aim implemented), and it’s not impossibile for your soldier to get their weapons disabled. Without melee weapons you can’t even fight back in this cases.
That’s why you bring a backup weapon (pistol). If it’s your arm which gets disabled, melee-weapon will not help you much.
Your Mutog will do that for you
I was away for a long time, but there is much to discuss about what we are given in Build 2. So, I am keeping this tread alive, as it is possible it influenced game a bit.
- We have engineer with mechanical tentacles, and our first taste of melee weapons.
- Ramming. It is basically vehicle charging attack. Given that we got some calvary models in PP, it is entirely possible we will get calvary charge. I am confident in will be reinvented enough to satisfy some people, but remember, modern police uses horses, and being charged by horse in nothing to laugh about, much less mutated one with armor and rider with a melee weapon. Smells like insta-kill to me, but one that can leave you out in the open.
Personally, I think it would be awesome if we could get Stroud or Kyratzes to tell us of story aspect of all this. What are your thoughts on this?