Hand-to-Hand combat for reckoning

Since SV have not releasing the fist weapons would yall want to be able to block/parry with fists?

  • Yes, same as a shield/weapon block.

  • yes, But not full mitigation.

  • No


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May 29, 2020
61
30
18
Montreal, QC
With how late into the game's life fist weapons are being released. (we are now coming up on 6years in...that's half of mo1 lifetime)
AND the release of combat skills with reckoning patch. we should fix up brawling a little.
as it stand atm you can't block attacks with fist, even if you are wearing plate armor.
so with the inclusion of fist skills, maybe its time to let the players be able to block and parry using fists. what it not a big selling point of mo2? to be able to play out your character's fantasy? I really wanna play a monk type character.
(also please release polemace/staff soon)
 

KebekLorde

Active member
Jan 27, 2022
112
72
28
I think full parry should be tied to the actual fist weapons so for now you should be able to block only but the fists combat should get major buffs with the recking patch and the weapon abilities. Like they did the bare minimum on the fists weapon abilities.
Like these unarmed abilities are so boring, its basically punch up and down with a different animations and the last one is pretty cool combo that unfortunately currently will do like 6 damage with full skills in full unarmed build on an opponent in reptile.

Unarmed

  • Jab
    • Perform a quick forward punch.
      Adrenaline Cost: 1
      Activation style: Automatic
  • Uppercut
    • Perform a rising punch.
      Adrenaline Cost: 2
      Activation style: Automatic
  • Pummel
    • Perform four punches from different directions.
      Adrenaline Cost: 3
      Activation style: Manual

      Available Directions: Left, Right, Under
Imo the idea with the skills is fine but the need more oomf behind them, more effects to the addition of fixing all the other issues with unarmed combat like the unarmed technique should be secondary (why should brawling overall cost 200 action points when its the worst and all other weapon styles cost 100 action points), the normal damage against full steel opponent with all the skills masteries etc should be around 15-20dmg on a successful hit so reptile hits should be around 25-35 damage.
Also the abilities should look more like this.

Unarmed

  • Jab
    • Perform a quick forward punch. (can be parried)
    • Adrenaline Cost: 1
    • Activation style: Automatic
    • Your next successful blocked unarmed attack results in full parry (Only this effect activates even if your opponent parries this attack)
    • Pushes the enemy away (a bit more then a tower shield push would)
    • You can perform this while sprinting and your turn cap is not limited (meaning you can spin when performing this attack)
  • Uppercut
    • Perform a rising punch. (can be parried)
    • Adrenaline Cost: 3
    • Activation style: Automatic
    • Causes the vision of your opponent to shake briefly.
    • Drains 30 Stamina on hit. (Drains stamina even if parried by the opponent)
    • Your turn cap is limited (locks your camera forward when used)
  • Pummel
    • Perform four punches from different directions. (can be parried)
    • Adrenaline Cost: 5
    • Activation style: Manual
    • Deals 30% Armor Piercing.
    • Successfully laned hits lifesteal 25% of the damage dealt
    • You can perform this while sprinting and your turn cap is not limited (meaning you can spin when performing this attack)

      Available Directions: Left, Right, Under

So to sum it up. These should be the actual new unarmed weapon skill paired with these other changes to unarmed combat as a whole
- Regular parrying with your bare fists (if you have 100 in blocking and 100 in unarmed) should result blocked attack so most of the damage gets mitigated but your still getting chipped down slowly if you only parry up.
- Unarmed technique should become secondary skill so that fully learned unarmed combat only costs 100 action points in brawling skill paired with all the other normal melee skills like blocking, stances, etc
- Buff the damage of the unarmed strikes. The normal damage against full steel opponent with all the skills masteries etc should be around 15-20dmg on a successful hit so reptile hits should be around 25-35 damage.

If all of this was done together with my unarmed combat abilities, unarmed combat would very likely be viable combat style or at least usable compared to now.
 
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May 29, 2020
61
30
18
Montreal, QC
it is a very well structured post, most of the points i agree with it is very much in line with what i would like brawling to be. the skill jab should have a stepping forward element to it (to help catch up/close the gap with melee fighters)

the problem lies in the dmg of the fist themselves is very low. about 1dmg with full aggressive stance your fist do about 4 dmg. with full unarmed technique you get 10% 0f your dex added to unarmed attacks so on my veela i get 12 extra damage. so my fist do about 16dmg....its about 3 more dmg than a worn short sword. and with a 16% damage bonus against reptile yeah i do about 5-6 dmg lol

they should buff the fist's damage to be at least 5 blunt dmg at base. so when you take everything into account you first do about 22-24 flat blunt dmg.
About on par with an Incisium warclub which is very serviceable dmg. better than most flake weapons anyway.

as to the skill point required i would keep it at 200. you are literally eschewing the use of a weapon. you are ALWAYS combat ready and you save so much god on having THESE HANDS. i suspect you only need the 100pts for unarmed technique if you are bare handed. it probably wont synergize with using an actual fist weapon in that case you can just learn brawling and thats it.
 

Embuscade

Member
Feb 11, 2021
38
8
8
https://mortalonline2.com/forums/threads/question-attack-directions-and-damage-types.2288/#post-27862 what the dammages types are ?

Translates the pages respond to you :
https://conceptgamedesign.wordpress.com/2025/06/22/mo2-coups-de-poing-sans-arme-ou-mma/


The idea is that a punch emits an impact wave, which the skin absorbs in part with the fachias and muscles.

The question of feeling pain is complex, and in short, the game is a directional melee, not a Sifu-style game or a 2D combat game with 2 people fighting left and right (I can't remember the exact words).

But what I mean to say is that, as it stands, there are 3 types of damage (or more with the reckoning update)
- Percing attack from below, (right-hand variant for the Spear)
- Slashing left/right attack
- Blunt attack from above, which is the most powerful on Club-type weapons.

In short, the idea of this fight with points is that your arm and forearm can bend, your grip has a bit of an angle of rotation, and your hand will be closed most of the time in boxing or MMA, and you will make an impact with your fists, by the tips of where your finger appendages appear, the root connection if you prefer.

In short, in general when you hit the ribs, you bend your arm more or less to hit it, what I mean is that if you want a fight that really looks like MMA fighting so without additional weapons than a glove that has nothing special, (bike glove without tricks.)

It's not considered a weapon in itself, but a general protection against weather interference.

So the idea of a weapon to place on the fists to do KungFu as in the steoreotypes of monks is biased by nature by the popular vision/geek that you have in video games / movies.

Reality is more down-to-earth, and the real question is how realistic fighting in the ring or in the street is going to look, so it's special positions, extra joints, so animations that are ever closer to the real thing, and if you think about it in an MMO where there's just 20 of you getting in each other's faces, it's always more complex.

In short, you're nowhere near seeing your Kharazam from Heroes Of the Storm, ready to fight, but from here you can play the dagger, which is the closest you'll get.
 
Last edited:
  • Haha
Reactions: TroGuard(TheBrown)
May 29, 2020
61
30
18
Montreal, QC
https://mortalonline2.com/forums/threads/question-attack-directions-and-damage-types.2288/#post-27862 what the dammages types are ?

Translates the pages respond to you :
https://conceptgamedesign.wordpress.com/2025/06/22/mo2-coups-de-poing-sans-arme-ou-mma/


The idea is that a punch emits an impact wave, which the skin absorbs in part with the fachias and muscles.

The question of feeling pain is complex, and in short, the game is a directional melee, not a Sifu-style game or a 2D combat game with 2 people fighting left and right (I can't remember the exact words).

But what I mean to say is that, as it stands, there are 3 types of damage (or more with the reckoning update)
- Percing attack from below, (right-hand variant for the Spear)
- Slashing left/right attack
- Blunt attack from above, which is the most powerful on Club-type weapons.

In short, the idea of this fight with points is that your arm and forearm can bend, your grip has a bit of an angle of rotation, and your hand will be closed most of the time in boxing or MMA, and you will make an impact with your fists, by the tips of where your finger appendages appear, the root connection if you prefer.

In short, in general when you hit the ribs, you bend your arm more or less to hit it, what I mean is that if you want a fight that really looks like MMA fighting so without additional weapons than a glove that has nothing special, (bike glove without tricks.)

It's not considered a weapon in itself, but a general protection against weather interference.

So the idea of a weapon to place on the fists to do KungFu as in the steoreotypes of monks is biased by nature by the popular vision/geek that you have in video games / movies.

Reality is more down-to-earth, and the real question is how realistic fighting in the ring or in the street is going to look, so it's special positions, extra joints, so animations that are ever closer to the real thing, and if you think about it in an MMO where there's just 20 of you getting in each other's faces, it's always more complex.

In short, you're nowhere near seeing your Kharazam from Heroes Of the Storm, ready to fight, but from here you can play the dagger, which is the closest you'll get.
i don't know where the F*** you're going with this round about explanation but from what you typed i can summarized 2 things and clarify one thing.

1. just to clarify, i dont need a summary of what the game is like im 5yo....i played Mortal online for about 15 years now (Mo1+ 2) we are discussing about this within the mechanics of the game. *unarmed* fist attacks are blunt damage no matter which direction you hit from. unless they release fist weapon which will have slashing and piercing variants. in mortal online 1 i had a fist fighter with piercing fist weapons and it did very well in the arena or on the battle field. i dont want to play an MMA game i want to have my old mortal online build back.

2. Fist weapons historically existed. Common exemples would be push daggers, Katar, Pata, knuckle dusters and Cestus. the more historical exemples where all weapons of war, not just hand protections. kung fu is a non factor here. kung fu is a lie and its bullshit. its mostly traditions .

3. no matter what swing direction you do with a weapon you will do SLash+blunt. with sword, axes and maces and spears. unless you STAB then you only do piercing damage -take for exemple a cuprum flanged mace. it does 17 blunt and 15 slash. WHEN YOU SWING from above, left or right. you will always deal (32 dmg + dmg bonus%) the blunt will be mitigated by the armor's blunt defence and the slash will be mitigated by the armor's slash defence.

not because it is a club it gets bonuses from being swung a certain direction. risar spears do more dmg if you stab with them not because they are daggers and spears but because it has 47 pierce damage as opposed to 14 slash + 14 pierce (28 *swing* damage) .. same goes with daggers.

it's a hardcore sandbox mmo, the stats and skills are absolute ...which is what im debating in this thread. make fist do more damage through better dex scaling from unarmed technique or introduce fist weapons, which have been promised to us from 4 years ago already.
 

Embuscade

Member
Feb 11, 2021
38
8
8
I knew several people who were always saying that Starvault was making crap, and that they were going to create their own video games, so I've never heard from them since.


Anyway, having followed the development of many MMOs, it's often scary, difficult, convoluted, and sometimes incomprehensible, and generally the fan base sticks around for a long time for reasons that are hard to understand compared to other games, except that they're very pragmatic people who aren't always very accommodating, and there are exceptions like Speznat/Wolfzeist, who remains quite rational despite being a hardcore fan.

In short, I think you can wait a few more years, but it's quite possible that the game will be more changed than you imagine when you release the addition you so desire, in short GL HF!

Translated with DeepL.com (free version)