All the unwanted Weapon ideas...

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Tsubasa-No-Me

A NOTE: I am overly tired with huge blocks of words, so a may just use another's thread and try to put drawings and the like there... -.- i cant seem to explain what i mean with the darned things, some maybe someone else will be able to... :/

Overview

This is a list of weapons that I either was inspired somewhere else, or designed myself. It basically is meant to be a list of different styles for weapons. Similar to how we have heavy swords, medium swords, and fast swords. If a particular weapon gets a large amount off attention, I will make a thread specifically devoted to honing it.

Before You Start

I'll just begin by telling you there IS a TL;DR at the bottom, it just might be a long way down, but if you actually finish reading, I'll give you a cookie! Also, I'm Absolutely Horrid with regards to using words to explain things... So if there is something I wrote that you cant make sense of, please ask so I can elaborate... Also, if you want to rewrite what I've posted for better readability, please do so. ;3

Hit-box Theory
From what I have observed, damage is given by hit boxes. These hit boxes occur anywhere from once in an attack, to many times. Once a monster conects with a damage hit box, it receives damage, effects, knockback, and cannot be damaged by another hit box for a another fraction of a second. Imagine you swing a Sealed Sword at a unbreakable block in the training hall. The sword would swing, and hit boxes would appear underneath the blade until it collides with the block. The hit boxes would then stop being produced and the animation would continue until it finishes. Bombs hit boxes come out from the center, and gun's fly under the bullet.

All of the styles I have made build off of that, in one way or another...

Shield Health/Speed Decrease (Or increase)
These are meant to be a counterpart to shields that boost weapons; meaning weapons that when wielded either boost or cripple the equipped shield. The Shield Heath (SHD/SHI) causes the heath stat of the shield to be modified in some way, but only when it is the equipped weapon. It also changes the bar used for LD, meaning Strikers may boost less, Recons are invisible for less, and Guardian's shield breaks faster. Or it increases them. The Shield Speed changes the animation speed (Making you shield faster) and the speed you can walk while shielding. This also affects LD, seeing as the Strikers can be slowed down or sped up, the Recons can dodge and mark easier, and Guardians can better protect while shielding.

Now, many of these may not be applicable to some weapons, if you feel they are not, please tell me and I may change them.

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Ranged

Crossbow/Bow
Bows and Crossbows are grouped into the same tab, and there are many similarities between them, but the way they are used is quite different.\

Their main types are piercing, split, if at all, with another type. E.G. Pierce, Pierce/Ele, Pierce/Normal, Pierce/Shadow. They are able to pierce through several monsters before landing and generally do not deal knockback or knockdown. They also have excellent damage and range; damage based on hitting ~4 foes. They bullets are thinner and longer then the Antigua's rounds; they also travel extremely fast.

Crossbows can be fired faster with ASI, and so have lower damage output then a bow, but ASI is almost useless on Bows, because they rely on a reload to fire the next arrow. And reloads cannot be sped up.

Crossbow
These are the closest to guns, as they have a slip of four and can fire while moving. The shot speed is a bit less then a second apart, while the damage is less over all then the bow. Walking speed is reduced to about Antigua speed, while the reload speed is slower; walking and reload time. For the charge, the knight fires a arrow with an explosive charge head. (Dealing status if applicable, and only on charge) It's explosion deals a decent amount of damage, no knockback, and quite a bit of knockdown.

Arablast
A heavy-duty crossbow. Very large and only containing one arrow per reload. It takes a moment to kneel and launch the massive bolt, but the normal shot deals good knockback and is a little thicker then the Antigua's rounds. They are also longer then the Crossbow and Bow arrows. The charge time is equivalent to a heavy sword. When firing off this massive crossbow's charge, a larger, longer bolt is fired; knocking victims back and vacuuming them away. Enough to stick them to walls and prevent movement towards where they were shot from... for about 1 1/2 seconds.

Bow
Running around with a bow in your left hand, and the right on the arrow and string. You stop for a moment to line up your shot and release. After the deed is done, you draw and ready another arrow form the quiver on the side of your shin. Sounds fun, huh? Basically, the shot is fired off immediately, and the reload takes a moment of stillness. No, not the DPS master people always seem to want, but it does quite a bit of damage per monster hit, and works well with statuses. And no, it is NOT a Callahan... its a one shot with a faster reload. Firing off a charge shot lets you fire multiple arrows horizontally, similar to the Snarby sword charge. The arrows are smaller though, and pierce through them. This is held with two hands, even while running.

Longbow
Massive Longbows capable of launching multiple arrows over great distances. The normal shots fire off about 5 arrows at once, with a smaller spread then an auto gun line. But because of that, the damage for each arrow is slightly lower then the Bow's. It also has a bit longer reload. For the charge the knight takes a moment to load a Massive amount of arrows into the long bow. And then fires it straight up. >:3 After a moment the arrows rain down in a line in front of where it was fired from, the arrows landing anywhere within a 3 1/2 square by 6 square area. the arrows deal about as much as a normal bows. (For the charge)

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Bombs
There's not to much to say about bombs... they explode. But I'm hoping to put some different twists on the explosions...

Cluster Bomb
This one is designed for area control. A 5* would have a 3* mist bomb radius of explosion and a TON of knockback. Upon detonation though, it splits into four bombs at the edge of the radius, each with a 2* mist bomb blast zone. Those would split one last time and decrease in radius yet again, for a total of 16 little packets of Knockback. CTR timing (With med) would be that you could place the next one, once the one before is 75% done, the fuse set so it starts once that first one is done. MASSIVE area control. ;3 (Sorry if that last sentence was confusing... @-@)

In effect, many monsters will be flung about and an area will be uninhabitable. Flying Lumbars should be feared.

Sticky Bomb
A long fused bomb coated in various viscus liquids and magnetic alloys to stick to those foes. Low damage, quick charge with good range; once a monster gets close the bomb sticks to them until detonation. Lets just say there is spiral gravitation technology inside. ;D

Landmine
This set is split into two, mist-like versions and differently ranged, damage based versions.

Both
After charging and placing, they would blink for one second while they arm themselves, and then stay active for ten seconds before exploding. If a monster comes within the blast radius before 5 seconds, it will detonate, spewing its effect on the its violator. Note: the radius WILL NOT CHANGE with star value, but the effect will scale.

Steam Mine
A small sensor laden device loaded with some substance or another, meant to hinder those who wander in its blast radius. When disturbed, it detonates and releases its payload for a second, with a good chance of low/med/strong status on 3*/4*/5* respectively. The radius is between a 3* and 4* mist bomb. Elemental damage.

Note: it only has One chance to inflict the status. Fire, shock, and freeze only.

Landmine
This unique bomb deals a lot of damage, but has a blast radius of 75° in front of it; very close to a zombie breath attack in t3. It also causes minor stun in t2 and moderate stun in t3. Normal damage. It deals more damage due to a reduced range and that you have to aim it. (AAhahahahahaa~! I'm making you have to do more then face the camera, bombers! >:3)

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Melee

Katana
First off, I wanted to make a katana like swing pattern, so please do not try to redirect me to an Archeron. I already know all about that sword. ;D You carry the blade in the sheath with your hand on the hilt, ready to take the first swing. A two hit combo, the first being similar to the Flourish's. The second hit strikes soon after, but the over head swing slows down, causing any monster caught in the range to be continually hit by faster then the eye can follow slashes for about four seconds. Its not a very wide hit box, but it allows you to deal a massive amount of damage to one foe. When hit, the victim cannot move or attack, and a hidden (From player's) eyes counter will start to roll up until the attack finishes or until the attack is canceled. When it is done, the final number is the damage and is rolled into the defense calculations. Most of the damage is in this part of the attack.

The charge lets the knight stab the ground and "Mark" it, leaving an aura for 6 seconds that, when stepped on, deals damage in the same fashion as the second swing. It is fairly large, and the charge can be quickly charged and deployed, but no monster can be affected by two auras at the same time.

Overall, a speedy sword that leaves you quite open for attacks if you miss, or if you hit. Splits into Normal/Pierce or Normal/Shadow.

Daggers
To start here, bombs and guns are not particularly "Knightly" so I would rather not hear about these being a bad idea because of that.... But I can't stop you from posting! XD

First off, the daggers would be swung at the same time, so there is no reason for a double hit; seeing as that would require a delay to work right, and these are meant to get in, stab, and get out. So to accomplish this, Daggers have a swift 3 hit combo with high knockdown per hit, to make sure the attack goes uninterrupted. Movement Speed Up: High and Sword Damage Increase: Med... to balance having a swift combo and low damage. The charge has the knight step back a little ways, and stab the air twice, launching two triangular volleys of either wind or energy, depending on what the other split damage is... Also deals no damage for being close enough to strike with the stabs...

Split Normal/Pierce or Normal/Shadow

Lance
A two handed lance, very knightly. Gives SSD and SHD High. Its combo consists of bringing the lance down, (Slight damage, enough knockback to bring those it hits into range) and then thrusting forward. The lance is about as long as the Sudaruska, but its hit box is similar to an elongated Flourish combo finisher; it does not hit to the sides, only in the front. Also, the damage is reduced and the knockback is increased the closer you are to the knight, putting the target just in range for the thrust. I think the math term is inverse square, or something like that. this is done by making the hit boxes deal different damage/knockback values along its length.

Charging then releasing launches you into a full-on knight charge, traveling about 5 1/2 squares. This would hit slightly to the left and right, front wise, to trample on passing monsters. Piercing damage... possibly split with Elemental.

Halberd
The demented child of a Spear and an Axe. It deals quite a bit of damage, but only when the foe is struck by the Axe head. How this works is the hit boxes deal less damage the closer to the knight the foe is. It has good range and is taller then the knight, but has about the same swing speed as a Troika.

The combo is a horizontal slash, from right to left, followed by a thrust forward. The charge has the knight spin the Halberd and strike with the back of the pole. Then the knight vertically strikes, smashing from above. This weapon may not be flashy, but it deals very good damage and has more range then most. Oh, and the swing does Normal, while the thrust does Piercing, and the charge does Normal then Piercing. (Pole then Swing)

Broadsword
These are meant to aid in the creation of a true "Shield Bearer" class. They are one handed and not only boost the stats of the shield when wielding them, but easily take to inflicting strong status problems on foes. They deal Very little damage, but give shield mongers Some DPS, Shield Speed Increase: High, and Shield Health Increase High. Again, to balance the two major boosts to the shield, it does far less damage then a gun, and has a one hit combo of a quick stab with little range.

Charge attack? Huh, Seeing as I don't think think too many shield bearers would charge until their shields broke, I think that it should be a shield bash, Charging forward a square and dealing a very large amount of knockback to a large crowd... with little to no damage and a fast charge time. So even when their shields are toasted they can still protect the more fragile parts of their team.

Note: SSI and SHI come into effect only when wielded.

Whip
EEeeehhh... not really feeling this one... Maybe a good idea, but I'm just not feeling it right now... I may take it of entirely for lack of support.

Claymore
This is the one I REALLY want... more then any of the others. A tad bit longer then the Sudaruska and a bit thinner, it has a faster combo then the Sealed sword lines, but has some inherent nerfs. It has a built in Sword ASI: Med, to make ASI less effective on it, and SSD: low. (In case you didn't catch what that means... A bit slower with the shield, and a major nerf to the ability to boost its attack speed.)

The combo is faster then the sealed sword, with a bit more damage, and the above nerfs. The first swing's hit box (The swing is overhead) is an elongated Sealed Sword swing, pinched at the sides, and extending forwards 1 5/6 squares... The sides would only hit when there is a monster right next to you. The second swing is a massive leap of 1 3/4 squares forward and a 1 1/4 square 180° swing. (And actually, the SS/Troika line's swings are not 1 square all the way around, the are slightly pinched at the sides, and longer at the front. :P Go try it in the training hall!) The line splits into three at 3*... a Shadow/Normal and an Elemental/Normal.

The most unique thing about the Claymore is its charge. A thrust, launching the knight forward 2 squares, the hit box is the same as the first swing. That thrust stops its victims from attacking. The knight then rips the blade out with one hand, causing an explosion in its wake. The explosion its self is pure Elemental or Shadow, while the thrust is Normal damage. (Having the thrust do Piercing seems a bit OP looking back :/ )

Any ways... yeah, fun sword. (Note: the ASI only affects THIS sword, and only while wielded.)

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Yay!
You made it through, You get a cookie!

People eating cookies:

  • Tsu
  • Tsu's Cat
  • Serell
  • Navelludd, who is staring at his hand in bewilderment.
  • Teqnologyque
  • Blue-Phaze
  • Kraanx
  • Alphastevo
  • Aylnine
  • Toxicblade
  • Nodocchi
  • Omgalion, Who is eating a taco cookie ;D
  • Sizuki
  • Kentard

TL;DR
There are multiple hit boxes per attack.

Shield Speed Decrease (SSD) and Shield Health Decrease (SHD) decrease speed of shield animation+speed while walking and shielding, and health of shield (Works on PvP sheields) respectively.

Crossbows and bows have good range and pierce through multiple monsters. Crossbow is weaker then the bow, but you can move while firing. Bow makes you stand still, but deals good damage+ effects.

Cluster Bomb keeps foes out of a area for a long while. It uses multiple explosions + lots of Knockback.

Sticky Bomb sticks to foes that get too close, then stay on and explode later, hitting lots of monsters.

Landmines stay active for ~11 seconds and detonate when a monster gets in range. Single use status bomb or Modern day claymore. Decent damage, stun.

Katana... Two swing, first like flourish, second freezes you and target till shield cancel or attack end. Continual damage on second swing. Shadow/Norm OR Pierce/Norm

Daggers get MSI and a fast, interrupting combo... at the cost of a lot of shield health. Projectile only charge. SHD: VH, MSI: Med, Low damage per combo. Shadow/Norm Or Pierce/Norm.

Lances have a moderate attack speed and a Charge for the charge attack... XD Just using this weapon makes shields awkward. SSD: High, SHD: High, High pierce damage, possibly split with Elemental.

Halberds are a bit lackluster, but deal good damage and have amazing range. Each part of its combo or charge deals either pure Normal, or pure Piercing.

Broadswords increase shield stats instead, making shield bearing a much more viable "class". SSI: High, SHI: High, piddly normal damage.

Claymore (Sword form Scotland) Two swings, dealing more damage then Sealed swords and is faster, but has a heavy toll: SSD: Low and ASI: Med... which makes using ASI less effective. Ele/Norm OR Shadow/Norm. Charge has a Normal damage thrust and a Ele OR Shadow explosion.

The SSD and SHD makes the particular weapon harder to use, but lets you keep the shield intact for other weapons, like a DA...

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Anyways, thanks for reading, and if you have any suggestions for weapons or even armor, I'll try to make it work for you, and add it to this list...

~Tsu

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Serell
cool

Hm... i like your ideas. You seem to have everything well balanced as fas as i can tell... which is not much, because im new.
+1 from me for all your ideas.
if they OOO uses any of these, i think your sticky bomb and katana ideas are the best.
Oh and the short sword. Really good idea, i am fond of shield warriors.

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Blue-Phaze
HOLY!

That's BIG. I'll try to read it, and might comment again on a few moments...

Imagen de Tsubasa-No-Me
Tsubasa-No-Me
HAHAH!

Yeah, if you read it, you get a cookie!

~Tsu

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Tsubasa-No-Me
-.-;

Is this thing too big?

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Teqnologyque
You missed a couple

Maces? Slow attack speed but a bit more damage than a three-hit sword. Two-hit combos only for bonus points...

Hammers? Take your Claymore idea and turn it into a big stick with a big thing on the end of it, and that's basically the driving idea behind a hammer. And in fact, there were some warhammers that were more art than some swords. So I can't see there being a problem with the "Knightly Look".

1h/2h Axes? Brutish and un-refined, you say? Efficient and effective, I say. I could easily envision a 1h axe being a cosmetic change over swords, for people that prefer that look. 2h axes would be remarkably similar to a Claymore, again, for aesthetics mostly...

Well, that's just the basics, but you see where I'm goin' with this right?

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Blue-Phaze
Did that take too long? I had to do something else...

k, I read through all that. I'll try to make a brief review.
- SSD and SHD just looks like an excuse for implementing dual wielding, but might open lots of possibilities on gameplay too. I +1 only for those possibilities.
- I liked Bows and Crossbows, they do fit the game's theme, seem to be quite balanced and would definitely be as fun to play with as bombs, guns and swords. +1
- Cluster bombs seems a bit overpowered, although a low damage, probably even lower than guns' might make it more balanced. I'm not a big fan of bombs myself, but I guess they could be nice too.+1
- Sticky bombs look cool. Not much to say, I quite like it. +1 as well.
- Landmines sound like they'd be overpowered on arenas, I mean, they almost guarantee you will hit. Bombs' delay before exploding were designed to chalenge bombers to actually time their bomb placements. If bombs exploded only when there's an enemy in range, it'd be way too easy to deal big damage. -1
- SK lacks fast swords, and a katana may be nice. I'd like a bit more of description on that idea. +1
- Daggers are too small to be used as melee weapons '-' I just don't like it. -1
- Lances sound awesome. I'm sure it would be great with the right balancing. +1
- Short swords looks like tweaked daggers... I still don't like its... smallness. -1
- Whips sound overly awkward. lol, just no. -1
- Claymore. Filling a piece of gear with nerfs to make it balanced is just an excuse to add whatever in the game. I do like the idea of a long sword though. The charge is just overpowered, I mean, two types of damage in one swing... You should make it an all normal dmg weapon instead, like the Leviathan line. soooo, yea, I'll give this a +0.5, I like it, but it sounds too excessive. Try to make it a bit simpler.

@Teqnologyque
Agreed. +1 for mace, axe and hammer skins for swords.

Imagen de Tsubasa-No-Me
Tsubasa-No-Me
OK!

Suggestions noted... I will be editing the OP once I sleep... Thank you for your input!

Also, normal damage is so ridiculously nerfed, its useless... almost.... Y-Y ... My poor suda...

~Tsu

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Kraanx
the whip might give ppl the

the whip might give ppl the wrong idea.
IF YOU KNOW WHAT I MEAN.........

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Alpha-Stevo
On the topic of a cluster

On the topic of a cluster bomb, I suggest givin' it a special teeny jelly, like the Royal Mini, and call it the Mini Blast Cube.

Or Blast Mini?

I just really want a Jelly-esque bomb to go along with the demo-esque Jelly armor.

Could go from 3* to 5* and match up with the Blast Cube's coloration.

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Aylnine
I think a magic wand/staff

I think a magic wand/staff weapon would be cool (and unpredictable in an awesome way in PVP). I figure we have magical armor already anyway, so a nice extension of that would be a magic weapon. The staff-style weapon would be both long and short range, effectively like a cross between a sword and a gun, and I've thought of two ways to implement that type of attack.

One way is to make the two attack types toggle-able with a key, so that you can switch between short range (a swing) and long range (an energy ball) on the fly. The charge attack for the swing would be like a sword, i.e. a swing + status. The charge attack for the long range would be an area attack or a splash attack, either like an alchemer bounce or an area bomb. In order for this type to be balanced, the short range attack would be weak but be able to knock enemies back as a last resort attack, and all the other attacks would be medium damage with splash/status -- where this weapon would really shine would be its unpredictability and versatility.

The second (and more easy to implement) way is to just make it a skin on the sword. The short range attack, or swing, would be a 3-swing, and the long range (charge) attack would be an area attack spreading from a bullet (not like the DA, more like an alchemer but with an explosion instead of the ricochet), without the swing. This attack type would probably be less cool, especially since it's essentially a sword with a gun's charge attack, but much easier for OOO to program.

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Toxicblade
+1

Well, Tsu, I read all through that >_< and I like most of the ideas, though Not daggers or whips. and maybe instead of crossbows AND bows, there could be one of the other.

-Tox

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Nodocchi
Very interesting ideas for

Very interesting ideas for Swords and bows. I think if OOO wants to implement new weapons they should look here. Especially like the sword and bow ideas, though I think maybe instead of having the bow shoot arrows it could shoot piercing lasers... Y'know, to fit in with the theme of the game...

Imagen de Serell
Serell
ohhh had a cool idea. How

ohhh had a cool idea. How about a bow that shoots explosive arrows? The arrow sticks on the enemy and beeps for 3 seconds and then explodes, doing decent damage to the target and small damage to enemies and players near the target. Also knockbacks the target, maybe as much as a charged troika knockbacks something.

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Tsubasa-No-Me
@EVERYONE >:O

I feel that the mace's and hammer's concussive prowess has already taken the form of the troika, so I don't think I'll be making one of those... But hrrmm... I may make an axe...

The SSD and SHD are not meant to be used to implement dual wielding, and in fact, they would not work well with it... they are meant to nerf weapons that would be held in two hands IRL, and to make the balance of these weapons work out.

If ALL the Cluster Bombs attacks hit you (Not possible) then it would equal a blast bomb line equivalent...

I was not intending to make the timing for bombs go wonky... just add a different twist.... I'll reduce the amount of time they stay armed to 5 seconds. After that they go boom... ;D

Yeah, the smaller weapons would work kinda like the Spur line, meaning a Very small hitbox... But for the short sword, i needed a weapon that a shield bearer would use, and that's what came to mind. If you've got a better weapon, I'd love to hear it :D

Now, I admit, I did lose sight of the SK simplicity when I designed the claymore... I just got so exited! ^-^; ... I'l fix it for ya...

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I'll Make a variant for a Jelly bomb, seeing as how it sounds fun, Thanks for contributing!

Hrrrmm... it sounds like someone wants a multi-use weapon... seeing as how using a key to switch would not be simple at all, I must point you here.

I feel that lasers would not go well with the crossbow and bow... it kinda ruins the flavor of the weapons... not to mention we already have two things (Bomb & gun) that are not very knighty...

... the charge already explodes on impact... I think that's fair enough...

Thanks for your support and criticism,
~Tsu

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Severage
@Tsu:

Okay so as a Disclaimer I haven't read any of the replies, I think the OP is quite long enough. I trust that it's updated so I shouldn't really have to read the replies to get the idea. I wasn't going to bother with this but...eh...I'm here.

Two-handed Weaponry:
"I feel those are fair nerfs for decent speed and damage per hit. And so, they are what I keep in mind when "Crafting" a weapon design."

In relevance to this, I feel that the nerfs are fair, but don't make much sense. The slowing-down effect does, but why would your shield magically be less effective with a two-handed weapon? And how could you possibly use said weapon along with a shield? Furthermore, this would throw LD out of balance.

Crossbow/Bow
"Their main types are piercing, split, if at all, with another type."

So, they're 100% Piercing, or Piercing/Normal?

Bow Mechanics
"And no, it is NOT a Callahan... its a one shot with a faster reload, and if I were to put numbers in, it would be about 100 damage per hit. Firing off a charge would release an explosion on impact, relatively small, but with decent knockback and affecting all monsters it hits."

Your damage numbers really don't mean anything, because you haven't said if it does 100 DMG in T1/T2/T3. I would also think the opposite; that crossbows would have an explosive arrow (Since you really CAN'T POSSIBLY put more than one bolt in the firing shaft, if you look at a real one), and regular Bows would have a Multi-Shot.

Moving on..

Cluster Bomb
"Upon detonation though, it splits into four bombs at the edge of the radius, each with a 2* mist bomb blast zone. Those would split one last time and decrease in radius yet again, for a total of 16 little packets of Knockback."

Alright...sounds fun, but that radius may not be accurate. Assuming that they get knocked back perfectly beyond the edge of the first explosion's radius, it would work. Should they be affected less, the second explosions would actually knock the enemies back in to you.

Sticky Bomb
"A long fused bomb coated in various viscus liquids and magnetic alloys to stick to those foes. Low damage, quick charge with good range; once a monster gets close the bomb sticks to them until detonation."

This doesn't make much sense...how could a bomb, if someone walked in its radius, just fly up and cling to them? Having magnetic alloys would attract it more to the Core of the Clockworks than individuals, unless they basically stood on it. For it to have a long range and just fly to any nearby enemies is strange.

Steam Mine
"with a good chance of low/med/strong status on 3*/4*/5* respectively. The radius is between a 3* and 4* mist bomb. Elemental damage "

I may have missed something, but you haven't said which statuses it could cause. Since it's Elemental, I'm going to assume it can be a "Shiver-Mine", "Agni-Mine", etc.

Katana
"sheath with you hand on the hilt,

Not to be overly nitpicky, but I just had to re-read this sentence 5 times. ><;

@Katana overall: Sounds like it'd be a mean sword if you just Shield-cancelled the first attack over and over...

"guns are not particularly "Knightly""

Maybe bombs aren't, but guns sure are. It started with Bows to Crossbows to the Arbalest, but many contraptions used black powder and doubled as melee weapons in the Knighten days. There were even halberds that acted as an axe-ended musket, which could be fired very occasionally (They were hard to reload, granted, but 1 shot could save your life back then). Back on-topic...

Daggers
"Also, they would have SHD: VH, and Movement Speed Up: Med... to balance having a swift strike."

Skeptical of this one, but I think it works. I'm not sure how much SHD: VH really is, but Movement Speed: Med is but a slight buff.

Lances
"Charging then releasing launches you into a full-on knight charge, traveling about 5 1/2 squares and minorly controllable; depending on if you are pointing to the left or the right of the charge"

Lances are knightly...but are almost never used without a horse (I'm not suggesting horses, I'm merely stating this). I also suggest that it should be uncontrollable. I don't like the idea of it being controllable, even if it's a small bit. If Devs like it controllable, they can make Wolvers have tracking again.

"Short Sword
These are meant to aid in the creation of a true "Shield Bearer" class. They are one handed and not only boost the stats of the shield when wielding them, but easily take to inflicting strong status problems on foes. They deal Very little damage, but give shield mongers Some DPS, Shield Speed Increase: High, and Shield Health Increase High. Again, to balance the two major boosts to the shield, it does far less damage then a gun, and has a one hit combo of a quick stab with little range.
"

Um...and what would stop someone from using a Short Sword in their 2nd Weapon Slot, and using a different weapon the whole time? As far as I know, there are no current boosts that effect shields, and I'd think it's because of this reason.

"Whip"

No...thanks....

Claymore
"it has a built in Sword ASI: Med, to make ASI less effective on it."

Giving it automatic ASI and making it just as slow....clever.

@Claymore Overall: Congratulations, you have just made the ultimate hit-and-run LD weapon.

~Sev

Imagen de Tsubasa-No-Me
Tsubasa-No-Me
Bleeeegh....

Thanks Sev...

I'm sorry, but i got hit pretty hard with the flu... I will be updating and responding to you Sev... but I really need to get some rest... Enjoy your day!

Uuurp!
~Tsu

Imagen de Serell
Serell
This doesn't make much

This doesn't make much sense...how could a bomb, if someone walked in its radius, just fly up and cling to them?
^
:
:
You have no imagination, sev. lol

Imagen de Tsubasa-No-Me
Tsubasa-No-Me
Sorry!

Its taking a while it update this... I'm VERY bad at writing and words in general, so its taking a while to sort it out... please be patient.

Desperately smashing her head,
~Tsu

Imagen de Myphenox
Myphenox
i think really the maces

i think really the maces would be basically swords, just look different. same with all the other melees.

Imagen de Tsubasa-No-Me
Tsubasa-No-Me
Yay!

Update complete!

Change log:

  1. Added Arablast, Longbow, and Halberd
  2. Made things (Hopefully) more clear
  3. One more cookie eater! <3
  4. The sticky bomb now runs on spiral gravitational thingys
  5. Short Swords are now Broadswords

@Sev:

The SSD and SHD come from not being able to properly use a shield, if you have a lance in both hands, it'll take a moment to pull up your arm to shield right, and with something that awkward, holding it right to take all that damage is hard, reducing the health.

The Katana's first attack is the same as the Flourish's, which is also the same as the SS. But since most of the damage is in the second attack, the first deals about the same as the flourish. I'm not adding anything but a combatant to the flourish... LD wise...

And thanks for the info about the bows & stuff... you kinda helped with the Arablast. ;D

And for clarifying the damage/typing/charge confusion.

AND for the nitpicking about spelling, grammar, and the like... I suck at that! ^-^

______________________________________________________________

Woot for being on the User made wiki~!
~Tsu

Imagen de Serell
Serell
I love your new Arablast and

I love your new Arablast and Longbow idea. Very interesting, i would love to see those implemented in spiral knights.

Imagen de Severage
Severage
@Tsu:

*ahem*...It's um...Arbalest. Not Arablast. xD

Crossbow Callahan. ;)

Halberd's damage is balanced very nicely, making it impossible to Shield Cancel with constant Piercing Damage attacks since you have to strike twice. I'm still not too fond of spears, but it's a valiant effort anyway.

As an addendum, I might say that adding ANY weapons to the game is very difficult due to LD. LD is already at the point of being imbalanced since a few sets of gear and weapons dominate it. Adding pretty much anything could easily throw it even further out of balance...

~Sev

Imagen de Tsubasa-No-Me
Tsubasa-No-Me
...

Do not speak of LD here. Period.

Anyways... Its (Arbalest) supposed to be a crowd weapon, (All bows are) one that deals actual knockback and has an interesting charge attack...

Raging about LD and normal damage,
~Tsu

Imagen de Blue-Phaze
Blue-Phaze
Nice, new weapons :D -

Nice, new weapons :D
- Arablast seems nice; a bit overpowered on knockback but since its delay is supposed to be long, I don't see a problem with it. +1
- Longbow looks badass, spreading arrows sounds fun, as long as they aren't too powerful or it might be abused +1
- Halberd is quite cool, if it's not too slow or underpowered, I'd use it. +1

You've done a great job with this thread, Tsu. You've talked about basically every kind of "knightly" weapons (except for whips) and detailed them nicely. I really hope more weapons come in future patches and if the devs are inspired by your thread, that'd be even more amazing.
Are you planning any more updates?

Imagen de Tsubasa-No-Me
Tsubasa-No-Me
Ahum! :D

I most definitely AM going to make more, and if people would like, I can develop the entire lines (In a separate thread, like 2*, 3* ,4* ect) ... it will take a while, but will allow more clarity of each weapon, as well as more suggestions to add here and on that thread...

But yes, More updates, More weapons... more fun!

Laters!
~Tsu

Imagen de Severage
Severage
@Tsu:

Um..you still haven't fixed the Arbalest. You still have it spelled Arablast. Unless you meant to spell it incorrectly due to wanting to give it a new name that might have something to do with new features that it might have?

Since we're on the topic of massive weapons, some knightly and some not-so-knightly, and just throwing ideas out there, how about this one?

I still say take off the whip though...unless we turned into Wolver Tamers recently.

~Sev

Imagen de Tsubasa-No-Me
Tsubasa-No-Me
Uuuh...

Your link is dead.

Imagen de Severage
Severage
@Tsu:

Dead? It works just fine for me. o_O

~Sev

Imagen de Tsubasa-No-Me
Tsubasa-No-Me
-.-

All i get is: image hosed by so and so... and a little tiny tripod logo thing :C

~Tsu

Imagen de Severage
Severage
@Tsu:

Err..okay that's odd because it still works here...I'll find a new one...

Here, this one is probably a better view/angle of what I was looking at anyway.

~Sev

Imagen de Tsubasa-No-Me
Tsubasa-No-Me
OH!

You want a Flail! I was thinking of making one... so I'll get on it! ^-^

~Tsu

Imagen de Sentinel-Zx
Sentinel-Zx
So much stuff

That's a lot of good stuff, but I don't think OOO will be using most of it. The game has been out for almost a year now and it only has swords, guns, and bombs. I do like the sticky bomb and land mine idea. Gotta love those explosions.

Imagen de Fehzor
Fehzor
;)

I would make and use a whip.

Imagen de Skold-The-Drac
Skold-The-Drac
@Fehzor

I bet you would (harhar)

Reactions like the above aside. I need a cookie now.
Cluster bomb is sweet as is landmine (I'm waiting to see one in my arsenal now)
Sticky bomb has a little work I think. What would really set it apart from a haze/vortex combo?
Claymore is another thing I want to see in my arsenal alongside the Halberd and Katana (why not add Naginatas in the halberd category?)
Short Sword will be in there for guardian runs in LD.
Bows and crossbows sound like fun if OOO can get through the mechanics of them.

Whips are limp noodles... Think autogun spread with similar to rapier/cutter stats. I think that could help.

Far as anything else, you're doing good.

Imagen de Tsubasa-No-Me
Tsubasa-No-Me
>:3

Another update is heading your way! I seem to update in chunks... Hum..

This one will probably have a couple of new weapons and a Title change. AS well as dolling out more COOKIES!

I'll also start making threads (Link in the name :D) about individual lines, to make more clear the mechanics and fun stuffs... :3

So, it IS coming, so sit in suspense for a while, I'll try to make them good for ya! ^-^

~Tsu

Imagen de Hmmnm
Hmmnm
Sticky grenade gun

In a thread discussing how to improve the catalyzer gun (since its way overshadowed by polaris), we came up with this weapon.

Its a modified biohazard. Somewhat similar to the sticky bomb.

Modifications:
1. The regular and charge shots are switched. In other words, the gun still has the three slow and small regular shots, and one charge shot that deals more damage.
However, the regular shots stick to the enemy, while the charge sets off the sticky shots.
2. The sticky shots stuck to an enemy will explode if a charge hits the enemy, the sticky shot was stuck to the enemy for 20 sec or the enemy dies.
3. The sticky shot will stick to enemy even if the enemy shields. However, the enemy can shield from the explosions.
4. The regular shots have a slight homing ability. People can turn off the homing ability by toggling the autoaim. At the highest upgrade, the homing shots will follow enemies around like T2 rocket puppy shots.

Optional:
1. The sticky shots don't rotate around enemy, but just stays "stuck" on whichever side the enemy was hit. This helps players control which way the enemy will be knocked back.
2. Good chance of causing strong Poison

Basically, it allows players to use the old knockback with Biohazard, plus some new abilities:
1. You no longer have to worry about sticky shots disappearing. You can just kite and fire off regular shots and wait for them to explode.
2. You can also use sword charges to throw an enemy loaded with stickies into a crowd (you used to have to use shield bump, which was unreliable).
3. It is useable in PVP! While it does not do immediate or large damage, it will annoy the heck out of strikers, since the poison prevent them from immediately running back to the base and healing. Guardians will be able to shield, and avoid most of the damage.
Note: The shots do not home in on cloaked Recons, otherwise recons will become useless.

4. Its not overpowered in PVP! Because of the delayed explosion, it provides no protection.

Imagen de Tsubasa-No-Me
Tsubasa-No-Me
Ohhohohohhoo!

This! Is some thing I can use! Thank you for sharing this gun, I will most definitely re-balance (In my own eyes) and add some lore for it. Expect it in the next update. :D

Please suggest more weapons, I love to Mess around and design these, and it will only lead me to make more. Also, if you read this thread, Please comment! It helps me know that I have people who enjoy these ideas or just want to see more. Which is awesome! :3

But yes, Next update has been expanded, Thanks!

~Tsu

Imagen de Serell
Serell
How about a wicked cool

How about a wicked cool scythe? its not very knightly, but so is the whip. Scythes can deal split piercing and normal domage and... um i cant think of anything else i just think all scythes should have normal and piercing damage you can make up the rest :3

Imagen de Alpha-Stevo
Alpha-Stevo
Question, are you making

Question, are you making aesthetic designs FOR these weapon ideas? If so then I'd kinda like to pitch in myself.

Just-Crusising
...That's it

I want my bow now... and my lance...
But how about ONE handed lance. only one attack (STAB!) but powerful. Also slowed attack speed... which makes sense as it is heavier than sword. Charge would be ability to throw it at enemies. Imagine it like this:

Snarbo roaring at you, you charge your attack throw your weapon in last pitiful try to survive. It hits bell, and then goes through snarbo. (Later on, you are eating grilled wolf on stick)

Imagen de Spiffcat
Spiffcat
Crossbow...

Can I say... I just got those idea last week without reading this thread.. But you have post it. BTW For my Opinion, Crossbow should deal fast elemental only damage. It's charge would be 3 arrow that move in helix that can push/knockout enemy.

Imagen de Margle
Margle
Suggestions

crossbow/bow lines: Agree with them all

Bow issues: Bows are primarily a 2 handed weapon, and require both hands to set and fire arrows. Shields will not only get in the way, but will be useless while setting up another shot.

Arablast: seems a little bit unbalanced for PvP if you get hit (implying magnus/antigua speed) and just doesn't do it for me.

sticky bomb: seems to copy the catalyzer line a little too much for my taste. The only difference is that these have a timer.

landmine series: I think that this is a good idea, especially for novice bombers because lining up and calculating movement can be hard for first timers

daggers: two daggers implies no shield, so you would have to balance that with a massive damage increase, which would make them a more suitable weapon for those who do not need shields. I agree with the weapon itself, but not the dual wielding option, it brings too much separation of skill.

Lance: I'm all for a slow piercing weapon, but making the attack depend on the 2nd swing will severely gimp its usability in PvM. I think you should make it a faster version of the sudaruska line, and piercing, but with less damage. Making a lance split elemental will basically render it useless, as wolvers are strong vs ele and fiends are much easier to kill with a wider-ranged weapon.

Katana: Sounds very familiar to a cutter line, but with less attacks, and more vulnerability during the normal combo. Katanas were actually never used as an extremely fast sword, so they would be more in line with the spur series in forms of attack, but faster due to lack of movement in the strikes. They were classified on quality depending on how many people could be cut through with one swipe of the sword. I agree with the charge, which could be rapid strikes, but one of the key moves of a katana is the draw. For this reason, I feel that the charge should more be like the sealed sword, but much more powerful and a lot of knockdown, and no knockback.

Halberd: I don't really like the double damage type on the third swing. It will prevent you from using this weapon on constructs and slime (constructs imo being very weak against crush-based attacks, which the halberd has as well as slash). These are also two handed weapons, so there in lies the issue of no shield. They were actually fairly fast weapons, rivaling the speed of a sword or longsword when used correctly, mostly because of the control that the person had. You can't really make this a 1h weapon, because all of the momentum is at the edge as opposed to a troika line, where its dispersed around the sword. The charge is good, but i would like to see something more along the lines of a spinning-slash attack (e.g. slash attacks counter-clockwise then spun around top of head). 2-3 swings with a finisher of a knockdown. I realize this seems broken but it would be at roughly the speed of an asi high troika.

Broadsword: The problem with developing something around a shield-bearer class is then you get into things such as dedicated targets. Currently, the monsters usually attack the target with the highest damage done, as opposed to the lowest. Therefore using a weak weapon that is designed to boost your shield health and speed, you would be turning the game into more of a toony version of WoW. So I am completely throwing away this idea. Not to mention broadswords were used as a decoration/military weapon typically after guns were invented, and were similar to a slow rapier.

Claymore: Once again, primarily a 2 handed sword, which means no shield could be worn. This is basically what a troika is, but it is 2 handed. Therefore you can't use a shield. The damage types basically make it a faster version of DA/GF series, and also a primarily slashing weapon. I also believe that the charge should be similar to a halberds, in that a few slashes in succession, with a knockback at the end.

Whip: bad idea as whips do basically no damage, flails being the damage version and those are normally fairly heavy and require some sort of wind up for any real damage, would have to be on a short charge to do any real damage.

Suggestion to resolve shielding issues:
Instead of making a shield have less health and shielding time, use a "parry" option while a 2 handed weapon is being used. This will provide unlimited blocking and shield cancelling, (e.g. shield can't break) but it will only be from the front, and you will take a fraction (possibly 1/3 or 1/4) of the damage that would have been caused without using it, similar to using the mechanics of the weapon. if you parry at the correct time (within 1-200ms), you have the ability to completely negate all damage from the frontal assault, but not including boss damage (such as vana charge, hammer; Jelly king spin) and lumber/trojan attacks. These will still hit for 1/2 of the damage and stun you.

ALSO. even if you reduce these speeds or health of the shield for 1h purposes, it still massively hinders the damage of the weapon itself in many cases. Just have it "equipped" as a 1h weapon but utilize the parry technique above.

Imagen de Aeliondas
Aeliondas
Another suggestion:

Fisticuffs! A pair of gloves that allow you to punch the enemy in a series of rapid (if low powered) combo attacks, with a good chance of interrupting attacks. Think about it- haven't you had this urge to punch a gremlin in the face?
I think they would be best suited to normal damage, though I wouldn't rule out other types of damage.
The only noteworthy idea I had for gloves were Knockout Knuckles, a pair of powered gloves with a good chance of stunning the enemy...possibly a haymaker for the charge attack.
They need work, but I thought I'd mention them.

Fisticuffs- they're not a Knight's forte, but they're the way gentlemen settle things!

Imagen de Serell
Serell
Tsu! Please make me a scythe

Tsu! Please make me a scythe :3

Imagen de Blue-Phaze
Blue-Phaze
+1 to Fisticuffs and Scythes!

+1 to Fisticuffs and Scythes!

Imagen de Tsubasa-No-Me
Tsubasa-No-Me
Soooo sorry!

I was distracted by many a thing, but now I must make these things and clarify some other things...

~Tsu

Imagen de Blue-Phaze
Blue-Phaze
Bump...

Tsu! Did you give up on your thread? D:
Please tell me moar!

Imagen de Serell
Serell
Tsu! Please make Serell a

Tsu! Please make Serell a scythe :3

Imagen de Serell
Serell
Ooo Tsu! I have another idea

Ooo Tsu! I have another idea i want you to make and balance... a magic staff!
Basically its a reskin of a sword but regular attacks are very weak but its charge is very powerful.

Njohn
I think it would be cool to have bombs that we can throw^^

like groovers
and it can stun the enemi
it has a normal bomb charged but when you decide to attack your Knight throws them on the enemy
2* 1 bomb it throwned
3* 2
4*3
5*4
normal damage ^^