new weapons!!!

hi guys! I think there should be a new type of weapon. Gauntlets!!! unlike swords, it should be wielded in both hands (on the hand with the shield too!)
some should do punching attacks and some should do slashes like the WOLVERine (get it? lol I'm funny. not really sorry)
My ideas are:
bladed gauntlets (3 star, not sure if it should be piercing or normal damage though)
Spike glove (3 star, normal damage)
volcanic gloves (5 star, obviously. elemental damage)
flame claws (3 star, elemental damage+fire)
icicle claws (elemental damage+freeze)
toxic claws (elemental damage+poison)
electro claws (elemental damage+shock)
that's all I got though. I hope everyone has more ideas :D

i had a little thought and i think there should only be one glove on the knights right hand. it wouldn't work if its in the shield hand.
i also added a little concept art. (not an artist btw) https://lh3.googleusercontent.com/-gm4jh6aqQAk/T32OrE7zU1I/AAAAAAAAADU/8...
edit: fixed the broken link :)

If there are going to be Gloves/Gauntlets as a weapon, they shouldn't be able to cover every status type.
Make different variations of the gauntlets, THEN toss in different statuses. Like how there's Heavy Swords, Fast swords, etc, but no "sword subtype" deals all known statuses.

i based these claws on a brandish (fireburst brandish, shockburst brandish and iceburst brandish) but i forgot to make the 2* claw version of a brandish

The Brandish line only covers Shock, Fire, and Freeze.
Yours has those, along with stun, and poison. Might as well add Sleep and Curse while you're add it.

the spike glove is not part of the brandish line. it's kind of like a troika or a sudaruska.

I have absolutely no idea watcha mean by that, but alrighty.
In an attempt to toss more ideas at this topic, I sugget Punching Gloves for the stun line, and a Handrills for a piercing variant.

i like your ideas (better start drawing)
btw my brandish line only has fire, ice, poison and shock not stun.

ok not a bad idea but too wide of a range of statuses and you need 4* ideas and 5* ideas to link to the 3* ideas

To claim an idea was originally yours, Bluebrawler, you must give us a link to the thread. To the original poster, we need more information on combat mechanics than "it's kind of like a troika or a sudaruska". Does it have a two-hit combo? Does it have a wide hit range?

here are more weapons.
punch glove line
handrill line
PUNCH GLOVE:
DESCRIPTION: These gloves keep your hand warm and packs a big punch. literally!
BASIC ATTACK: A two hit combo. the first is a forward jab and the second is the same.
CHARGE ATTACK: A forward punch with a boxing glove aura going forward 3 squares dealing twice the damage of the basic attack.
CLOBBER GLOVES:
DESCRIPTION: With added iron plates, these gloves give a more powerful and stunning punch.
BASIC ATTACK: A two hit combo. the first is a forward jab and the second is a more powerful uppercut
CHARGE ATTACK: A forward uppercut with and uppercut aura of a boxing glove. twice the damage of the forward punch
SMASHER GLOVES:
DESCRIPTION: Made with fine fabric, these gloves are as comfortable as mittens but with added toughness and power.
BASIC ATTACK: A three hit combo. the first is a side jab, the second is a forward punch and the third is an uppercut.
CHARGE ATTACK: A forward uppercut with two boxing glove auras. still twice the damage of the forward punch.
EARTHQUAKE GLOVES:
DESCRIPTION: Made by miracloth and ironwood, these are even more devastating and comfortable than the smasher gloves
BASIC ATTACK: A three hit combo. all three are uppercuts. the last one is more powerful and knocks the enemy back.
CHARGE ATTACK: A floor smashing punch with an area explosion. twice the damage of the third uppercut.
HANDRILL:
DESCRIPTION: Normally used as a hand tool for mining minerals, this can also be used as a piercing weapon.
BASIC ATTACK: A two hit combo. both are 1 square lunges forward.
CHARGE ATTACK: A two square lunge ending in a powerful area attack.
SPIRAL DRILL:
DESCRIPTION: An upgraded handrill with added spikes for extra power.
BASIC ATTACK: A two hit combo. the first is a 1 square lunge and the second is a 2 square forward charge.
CHARGE ATTACK: A two square forward lunge with a more powerful and bigger area attack.
SPIRAL DUAL DRILL:
DESCRIPTION: The spiral drill now has two drills! two drills for double the piercing power!
BASIC ATTACK: A three hit combo. the first two are 1 square lunges and the third is a 2 square charge.
CHARGE ATTACK: A three square forward charge ending in an area attack.
DEVASTATOR DRILL:
DESCRIPTION: This heavy duty drill is designed to shatter minerals and monsters into smithereens!
BASIC ATTACK: A three hit combo. all three are 2 square charges forward.
CHARGE ATTACK: A two square lunge but with 2 drill spikes going outward like a snarble barb.
CONCEPT ART -> https://lh4.googleusercontent.com/-52hbVPBEs8E/T320Y3IXuQI/AAAAAAAAAD0/c...
credits to alphastevo for inspiring me :)

the claw were NOT your ideas bluebrawler so dont try to steal them because you have no evidence. :P

Now that we have sci- ideas, not that other thing, we may begin refining. I assume by "gloves" you mean a pair, meaning you have a glove on each hand.
Punch Gloves (2*):
A two-jab basic attack, feasible. An aura for the charge attack seems sudden for a 2* weapon, not to mention unnecessary. Everything else seems fine.
Clobber Gloves (3*):
Instead of the second basic attack being an uppercut, what if it is a swing with a larger area of effect than the basic attack? This line seems to be more fitting for a blunt boxer who takes wide swings and gives solid jabs to knock the air out of the opponent. Give the second attack some stun if you decide to change it to a swing rather than an uppercut. I like the charge as a jumping punch, but you seem to have a minor obsession with auras. Save that for the 5* or it loses the valor of maxing out the weapon. I may not be a veteran boxer but I do not know what a forward uppercut is; do you run up to them and uppercut? I definitely like the idea of iron plated boxing gloves to deliver crushing hits to inflict stun, but uppercuts are for swift hands.
Smasher Gloves (4*):
To prevent office suicides, do not change the basic attack for a weapon line. It causes unnecessary complication. Keep in mind this weapon is metal plated, therefore heavy; uppercuts are difficult with heavy gloves. Punch was two jabs, Clobber could be a jab and swing, Smasher can be two swings; the swings being slower than jabs. We can make a swifter line branching from Punch for uppercuts without metal plating on it to slow the user. For the charge attack, it seems more fitting to be a jumping punch which stuns enemies near where you land; you jump and smash the floor.
Earthquake Gloves (5*):
Uppercutting with gloves this heavily adorned, even once, would be taxing for the user. Look at your picture, can you imagine uppercutting three times with that? I recommend changing it to two swings, both with a chance to inflict stun and knockdown the enemy; obviously this type of weapon would have a fairly small area of effect and slower swings than the standard three hit swords (Calibur, Brandish). I like the charge attack for this one.
____________ This is where a different weapon line begins____________
This one seems more of a one handed weapon.
Handrill (2*):
I like the normal attack for this, but the description and charge provoke questions: if this weapon is meant for mining minerals, why does it not have a three hit combo? Also, the charge attack seems strange for a hand drill. It would be more fitting for the drill to, as it seems to be able to do, "drill" for rapid damage where the charge is released, similar to Blitz Needle without the bullets.
Spiral Drill (3*):
Normally items with "Spiral" in the name are 2*, but drills "spiral" in use. Again, jumping with this seems incorrect. The rest seems fine.
Spiral Dual Drill (4*):
Again, keep the basic attack the same amount of hits and make the charge more fitting. Instead of having the first two be small lunges and a third farther, make the first attack a small lunge and the second attack larger.
Devastator Drill (5*):
This is where it gets a little more complicated. Again, the basic attack should stay the same for consistency. The charge attack is feasible, but the projectiles need a little more detail. Perhaps you can mimic the Divine Avenger charge but instead of three swords make it two drills of similar size.
Back to Punch, it can branch into a less armored series specializing in quick jabs and uppercuts for those who prefer speed over blunt attacks, similar to the difference between two-hit swords (Sealed and Troika series) and foil/rapier swords (Flourish and Snarble Barb series). Handrill and Punch are fine as separate lines.

ill start drawing the less armoured series
btw, i did not metion jumping in the spiral drill.
and the knights cannot jump for the punch.
have you ever seen any knight in spiral knights jump?
not even the monsters jump.
but, i still like your changes

I have been playing Wakfu too much recently, lunging and jumping melted together.
Yes, lunging, not jumping.
For the lighter series you can make wrist wraps, maybe give the 5* a chance to inflict fire to emphasize the pure offensive use.

even more weapons!
light glove line
dark glove line
LIGHT GLOVE: (2*)
DESCRIPTION: these light gloves are surprisingly durable yet fast. it is made by fine fabric.
BASIC ATTACK: a 5 hit combo. first four are jabs and the fifth is an uppercut.
CHARGE ATTACK: an uppercut which knocks opponents back.
FEATHER LIGHT GLOVE: (3*)
DESCRIPTION: these gloves are even lighter than the light gloves giving it extra speed. it is made by owlite feathers
BASIC ATTACK: a 5 hit combo. first four are jabs and the fifth is an uppercut with an area attack.
CHARGE ATTACK: an uppercut which knocks opponents back and ends in a small explosion.
SWIFT GLOVE: (4*)
DESCRIPTION: these gloves have alot of speed so you can punch at an alarming rate.
BASIC ATTACK: a 5 hit combo. first four are jabs and the fifth is an uppercut with a more powerful area attack.
CHARGE ATTACK: an uppercut which knocks opponents back and ends in a medium explosion.
STRIKER GLOVES: (5*)
DESCRIPTION: these gloves have supersonic speed. its almost as fast as a striker. its so fast it flashes in front of your eyes.
BASIC ATTACK: a 5 hit combo. first four are jabs and the fifth is an uppercut with a devastating area attack.
CHARGE ATTACK: an uppercut which knocks opponents back and ends in a large explosion.
----------DARK LINE----------
DARK GLOVES: (2*)
DESCRIPTION: these gloves were made in the underworld. that's why its so cold to wear.
BASIC ATTACK: a four hit combo. four quick jabs. the last is abit slower but abit stronger.
CHARGE ATTACK: a short lunge forward which explodes.
SHADOW GLOVES: (3*)
DESCRIPTION: the glove with the power to curse. if your not careful, you could curse your friends.
BASIC ATTACK: a four hit combo. four quick jabs. the last two is abit slower but abit stronger.
CHARGE ATTACK: a short lunge forward which explodes and pushes the enemy back.
CURSED GLOVES: (4*)
DESCRIPTION: a more powerful shadow glove. you can even see sinister shadows around it.
BASIC ATTACK: a four hit combo. four quick jabs. the last three is abit slower but abit stronger.
CHARGE ATTACK: a short lunge forward which explodes and pushes the enemy back.
CURSED STRIKER: (5*)
DESCRIPTION: a glove made by the swarm. its a mystery how and why it was made.
BASIC ATTACK: a four hit combo. four quick jabs. all four have a good chance to curse.
CHARGE ATTACK: a short lunge forward fires a skull aura which can inflict strong curse
CONCEPT ART -> https://lh4.googleusercontent.com/-whuh57fz0M0/T33cvcYBIgI/AAAAAAAAAEY/A...
credits to luguiru for helping :)

Well now that we've got stuff to work with, this idea seems a little more feasible. I think my biggest beef at the moment is the fact that different pieces of armor have different hand types, so these things would have to either fit extremely well on a particular armor style or not fit any armor particularly well. The reason existing weapons work fairly well with armor is because they go on the inside of the palm, which is a relatively standardized area. I think the Chromalisk line of armor is actually a little weird in that it doesn't exactly have hands like other armors. You can see claws, but there aren't actually fingers that grasp your weapons (I think).

Jelly, Demo, and Skelly lines are also pretty incompatible with fists thanks to their arm braces. Not that clipping has stopped the devs before, but still, would look kinda silly.
Not to say I don't want drill fists, though.

With the lightweight gloves I was thinking of the skills in the air branch for Iop in Wakfu, single target rapid hits. Giving it area of effect would make it overpowered. In Wakfu Iop has air, fire and earth branches; due to the different game mechanics the only way I can explain it in terms of Spiral Knights is air branch focuses on single targets while the other two have area of effect damage.
________________Round two________________
Light Glove (2*):
I like everything except the knockback of the charge attack; it can instead knock them down.
Feather Light Glove (3*):
In the description it makes little sense for this weapon to have less material than the previous rank. It can be adorned with feathers for swifter movement. Again, the charge attack should knock enemies down rather than back. Change the explosion from the basic attack to only activate on the charge attack, it can mimic the Brandish line; keep it to one explosion.
Swift Glove (4*):
Same as the previous; replace charge knockback with knockdown, one explosion for the charge, no explosion for normal attacks. These are gloves, not rocket powered hammers.
Striker Glove (5*):
Same as the previous, but add fire to the charge attack and/or the regular attacks; these gloves jab so fast they can burn the target. Imagine this with +6 speed, flying around poke-burning everything. It would be gloriously silly.
________________This is where the next line begins________________
Before beginning this line I have one aspect to address: do not give this kind of weapon curse. There is a reason the only weapon with a chance to inflict curse is a slow sword with a horrible charge attack. It can stay shadow damage, but take off the curse; otherwise it is overpowered.
To keep with the theme of boxing gloves, I was hoping this would be a "suckerpunch" sort of line; I am going to borrow from Wakfu again. Sram has a skill named Guile which allows you to teleport on the other side of an enemy, as long as you are within range to initiate this attack, and lightly kick them. This attack has been heavily nerfed to be only usable for movement and has horrible damage penalties. To mimic this, keep the four hit combo for the line but change the third swing to a teleport or slide to mimic the rocket hammers. The charge attack can teleport a short distance, assuming something is in front of you, and deliver a suckerpunch to their back; since this weapon does shadow damage it will be fairly poor against Trojans to prevent severe abuse.
Dark Gloves (2*):
See the paragraph above.
Shadow Gloves (3*):
If this weapon can curse teammates it will only be used for trolling; see above paragraph.
Cursed Gloves (4*):
At this point the charge attack can gain a kick to slightly push the target to where you were just standing before teleporting behind them; see above paragraph.
Cursed Striker (5*):
At this point the charge deserves a special animation effect; the charge can still teleport behind and give a kick, though before doing so the knight has a holographic purple skull covering them which bumps enemies near where you teleport away.
________________This is a line with words on it________________
The shadow line names can be changed if you make it suckerpunch instead of curse. Other than that I look forward to contributing to this further.
EDIT: For the shadow glove line the 5* looks more suiting as the 3* or 4* while the 4* seems to better suit as the 5* image.
EDIT 2: I assume these gloves are imitating boxing gloves, therefore boxing techniques; swings, jabs (piercing and rapid), and suckerpunch (if you change it). All I can imagine for beyond that would be grappling techniques, but that would make the combat too similar to Karok in Vindictus.

there are more materials than fine fabric and owlite feathers. i was just naming the few that best suits the name e.g. FEATHERlite gloves have owlite FEATHERS.
And i agree with the picture swap. the 5* should be a 2* and the rest should move up a *.

I believe I asked for the lightweight line to branch out of the stun line when upgrading to 3*, removing the need for 2* in the lightweight line. Consider changing the names for the shadow line to keep it different from the other lines. For the Earthquake line it would seem more fitting for the spikes to be shorter to emphasize the blunt crushing force. The descriptions for most of these could use some work but we can do that after all the mechanics are set.

Ok, I'll admit that when I clicked on this thread, I was exspecting some half-baked barely thought out new supah weapon idea. I now see that I have come to underestimate the playerbase.
This is a great idea, and I want to get my own two cents in.
Gloves/Gauntlets sound like an amazingly fun weapon.
I can see a few problems though
Would these be a new weapon type, or a sub-category of swords?
These seem like dual-gloves so there will be the typical flaming about the shields and whatnot, so I came up with a simple solution.
Since the shield is effectively useless when not activated, having it be on your back, under any minerals you may be carrying when not in use seems fine. Shielding would be normal, I imagine shirld-cancelling would be in use.
Then we have the attack combos...
First, the punch gloves:
A two-hit combo sounds good, until you look at what heavy swords have o make up for their short two-hit combo: massive reach and a wide swing angle. Either make the attacks have a good wide hitbox, or change it a bit.
My suggestion: A three-hit combo.
First hit: Stationary right hook that has about same hitbox as the old spur,
Second: left hook with a step forward, again with spur hitbox,
Finisher: another step forward with both hands swinging from sides and smashing together in front. The finisher would have similar hitbox to a heavy sword's first slash, as well as a good amount of kb and giving a chance to stun.
Charge: Small veryical jump (or not) with a double-handed overhead ground smash resulting in a troika charge-esque effect centered around player (as in knockdown hit, then knockback+status hit)
Now, the drill gloves:
These seem to be a bit faster than the punch gloves, but I'm also gonna give them a three-hit combo.
First hit: Small lunge forward with right arm extended, like pierce swird's second attack, but with slightly wider hitbox.
Second: Same as first but with left arm
Finisher: Forward step while spinning with extended arms, like calibur charge attack. Hits only once with moderate amount of kb
Charge: Lunge forward with both arms in front, formig a big energy drill that hits 3 times for 2-4* and 4 times for 5*.
The light and dark gloves seem similar enough that I feel they should share a base 2* form. Other than that a really don't have anyting to say, they seem like cutters so maybe the hitboxes for normal attacks a bit longer to fit with the "jab" type.
Sorry for the typos, typing this from an iPod lol.
Stay cool,
~Qaz

I think my biggest beef at the moment is the fact that different pieces of armor have different hand types, so these things would have to either fit extremely well on a particular armor style or not fit any armor particularly well.
@Schattentag: Unless of course they make oversized claws/gauntlets; possible but it'd just look plain silly. Like holding a Suda in one hand; though I'm not gonna debate that.
@OP: I was quite interested in the weapon having a 5-hit normal attack combo, save for a few things;
1. Your weapon suggestions are pretty much an amalgamation of a Cutter and Troika, save for new attack animations. While I do think that aesthetically gauntlet weapons will work pretty fine, I'm not too open to the idea that we have a weapon that essentially fulfills the same function as something already in-game.
Not that it won't work, but the devs are less likely to implement something that already exists.
2. I like the idea of the uppercut, it does make for a very nice single target nuke. Problem being that I don't really see how explosions fit into the whole picture; sure you can punch, but I'm not sure that explosions go well with something meant for hand-to-hand combat (literally).
3. Lose the AoE attack on the normal attack; as far as I'm concerned there aren't really any swords with AoEs on their normal hits (just that they have really large attack ranges, and usually they're slow swords), and it'd seem particularly out of place with gauntlets.
4. With reference to points 1 and 3, you could compensate for having slightly more damage than the Cutter, at the expense of a pathetic attack range (after all swords definitely have a larger range than fisticuffs). That being said, you should lose the AoE attacks, though I'm pretty fine with the rest of the mechanics.
Regardless, this does make for an interesting suggestion; it's just that my main gripe lies in AoE attacks.

There were area of effect attacks on normal hits? I thought that meant hit range, like how heavy swords have a wide swing range. As for the uppercuts I imagine it as a single explosion in the small area between the user and target small enough to only hit a miniscule area; namely the single target. I agree the five-hit weapon should have a smaller hit range due to the resemblance to Cutter series.

I quote the OP:
"FEATHER LIGHT GLOVE: (3*)
DESCRIPTION: these gloves are even lighter than the light gloves giving it extra speed. it is made by owlite feathers
BASIC ATTACK: a 5 hit combo. first four are jabs and the fifth is an uppercut with an area attack.
CHARGE ATTACK: an uppercut which knocks opponents back and ends in a small explosion."
As for the uppercuts I imagine it as a single explosion in the small area between the user and target small enough to only hit a miniscule area; namely the single target.
Aesthetically it still looks a bit out of place regardless of the mechanics; I mean, punching explosions?
Although since we have swords that unleash a line of explosions, I can't really comment much on this - perhaps make the explosion 'model' appear at the point of impact rather than near the character.

I imagine the attack patterns mimicing boxing movement; Earthquake does two swinging punches, the drills stab similarly to the second and third swings for foil/rapier swords, the lightweight line deliver rapid jabs in a small area, the shadow one I hope gets changed to suckerpunch rather than just being the lightweight one with one less hit per combo and different damage stats. We only have four lines here, they may as well be different styles of boxing to give variety for future lines to be based on.

If you've ever played Dragon Quest IX: Sentinels of the Starry Skies on Nintendo DS, you'll have an idea of what images are popping up in my head, including hammer hand drills as the drill idea.
Also, if you don't mind, I'll try to see if I can work this in with my current thread regarding dual-wielding.

This is what happens when a thread like this is forgotten by others.
I wonder what is truly in a Wonder Ball. They say more candy, but I believe something greater is hidden within its chocolate spherical form.

my point of view about that line (glove/gauntlet, but still considered as sword type) of weapons, just to give some more details how can be
http://forums.spiralknights.com/en/node/76025
I think these weapons should be based more on the stun effect than other status ...
may induce shock or "bleeding" status on the opponent may be applicable, but curse or freeze... does not seem to make so much sense (for me)
for the rest, nothing to ask

if you want to bump your thread, just do it. don't necro other threads that will have no response. it's useless at it's shame to you.

It's called "redirecting traffic".
It stops people from continuing discussion on a dead thread and directs people to what the redirector thinks is a better/more active thread

Even though I enjoyed the game ripping from it to this extreem would make SK even more pathetic

Cool idea, and a LOT of effort put into it, too. I'd like to see it happen :)

Only smaller. And faster. So like cutters, but worse. And better. IDK D:<
~Klipik's alt
That's a good idea