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More Types of Weapons

15 replies [Last post]
Fri, 05/08/2015 - 08:09
Kirshtein

If its ok to request but if there is another maintanance could you add in the maintanance more weapons and editing of weapons like

Kunai - since there's those cat's sets that look like ninjas and costumes why not ?

And add a decision for guns dual wielding guns as one weapon so the game would be awesome wielding two guns

Other weapons could be in like
1.Claymore
2.Cutlass
3.Staff or Wand
4.Knuckles or Fist type weapons
5.Spears
6.More Hammer weapons
7.Claws

Thank you and I'm new here so i am just asking if it was possible to approve this request to widen and make the game more amazing with variaty of other weapons and more other weapons classes thank you .

Fri, 05/08/2015 - 08:45
#1
Mythril-Man's picture
Mythril-Man
Oh man.

Kunais - I don't know how they'd work. Maybe like a faster gun, but with a spread throw as your charge?
Claymore - A two-handed weapon would be interesting for sure.
Cutlass - No idea.
Staff or Wand - Summoning spirits to help you?
Fist - It'd be awesome fisticuffing enemies to death. (Knock knock, it's Knuckles...)
Spears - A stabby weapon would be cool. The charge could be a flurry of stabs followed by a lunge.
Hammers - I guess it could work, but currently the only Hammer works like a Troika.
Claws - Same with the Fist. Going Basilisx on Gremlins? I'd be all up for it.

Fri, 05/08/2015 - 09:43
#2
Fangel's picture
Fangel
Ehh....

New weapons are neat, but they don't really bring any gameplay changes to the table. Right now we have melee, ranged, and AoE weapons. Most of what you suggest is still a melee or ranged weapon but in another shape or form.

Only different thing would be a staff to summon things, but we have battle sprites for that.

And lastly, no to dual wielding. If you want to know why, search up "dual wielding site:forums.spiralknights.com" and you'll find a huge number of threads suggesting dual wielding without much foresight. Many suggestions have wanted it to be more than cosmetic and if it is more than cosmetic (which is usually the suggestion to make your shield unusable) then it is completely unneeded. Cosmetic only? I can let that slide.

Fri, 05/08/2015 - 16:32
#3
Blandaxt's picture
Blandaxt
i go for

I would go for kunais as an alternate antigua.

Or another version of kunais as an alternate catalyzer where normal shots stick to the target and charge shots cause the ones stuck on the target to explode.

Hammers ot clubs as an alternate troika.

Duel wielding as it's own mini game like ld.

Fist and claws as an alternate cutter.

Cutlass as an alternate Winmillion.

Spears as an alternate flourish.

And lastly claymores as an alternate sealed sword or leviathan.

Fri, 05/08/2015 - 21:46
#4
Melonfish's picture
Melonfish
Join the Spiral Knights Fan Club today, Mac.

I am all for an opportunity at a good fisticuff, especially when the knight happens to not be wielding any weapons. The problem here is how unarmed combat should be included into the game.

Also, the Spur line's attack animation is currently the most scarce of all sword weapons by far. A completely separate line that makes no use of its projectiles would certainly not be a farfetched alternative idea.

Sat, 05/09/2015 - 21:59
#5
Kirshtein
Understood

Well i meant by these weapons was like you know more imagination and like movements that loom awesome and stuff i understand about the dual wielding and i meant by some of these weapons would have some variant of attack speed since the one so far i saw giving attack speed variant is the swiftstrike buckler and the cutter which has high speed

Tue, 05/12/2015 - 17:53
#6
Sir-Shadow-Striker's picture
Sir-Shadow-Striker
I LOVE IT

Fist weapons? Claws? YES. I think I might make my own post on these two concepts; fist weapons with high DPS would be cool, and I can think of some great references for them too. ;)

Tue, 05/12/2015 - 22:22
#7
Hexzyle's picture
Hexzyle
Forgive me if I'm mistaken but...

Don't we already have fist/claw weapons?

Wed, 05/13/2015 - 00:51
#8
Sir-Shadow-Striker's picture
Sir-Shadow-Striker
@Hexzyle

Ummm... No.. Oh, unless you mean the tortofist line. Those are technically guns, the basic attack shoots a crystal and the charge fires a mortar strike. Fist is in the name, but I wouldn't consider it the same thing, at least not similar to what is being said here or on my weapon thread that sprung from this.

Wed, 05/13/2015 - 03:48
#9
Hexzyle's picture
Hexzyle
Hello forum/7! Long time no see! I'm here in full force now!

The basic attack also deals damage if you contact an enemy during it, so it's a melee weapon in that regard.

I'm happy with the current direction the developers have already gone with the unique design of weapons: although they are inspired by existing weapons, they are often far from them in overall design. Examples include the Troika being derived from the Claymore, the cutter coming from the Sabre, the Flourish coming from the Rapier, but everything else is pretty interesting.

But in-line claws attached to a gauntlet as a fictional melee weapon? How original.
http://runescape.wikia.com/wiki/Dragon_claw
http://bloodborne.wiki.fextralife.com/Beast+Claw
http://darksouls2.wiki.fextralife.com/Claws
http://pathofexile.gamepedia.com/Claw
http://wh40k.lexicanum.com/wiki/Lightning_Claw
http://kidicarus.wikia.com/wiki/Claws
http://warframe.wikia.com/wiki/Venka
http://diablo2.diablowiki.net/Assassin_Items
This isn't Middle Earth, that's why we don't have to fight orcs, goblins, elves, dwarves, dragons, etc. If I recall correctly, the developers actively wanted to avoid this cookie cutter theme.

That being said, the already existing wand (Wrench Wand) and hammer (Thwack Hammer) I would really appreciate an update.
The former would be totally awesome with upgrades.
If the latter could be shifted up to two star, and be given its own crafting line, it'd work good perhaps as a Piercing+Normal sword
And finally, if a Lance could be implemented, and then the flourish balanced so that it doesn't have the reach and knockback of a Heavy Sword, then we'd finally have a decent selection of piercing swords.
If you take a look at this chart that shows the current positioning of all our (Tier 3 viable) weapons, armor, and shields, you'll see there are some pretty huge gaps. The guns chart is decently spread, but specialised damage for bombs and swords is close to nonexistant,

Thu, 05/14/2015 - 09:01
#10
Blandaxt's picture
Blandaxt
welcome back.

Welcome back to the forums hexzyle. I don't think you missed anything Heheh. i really hope you get the chance to go over my blandaxt compound idea thread. Besides that i hope to see you on the interesting threads out here.

Besides fist weapons, i wish we could have more ariel strike weapons like the tortogun, or maybe a satelite weapon that drops small meteors on the normal attack and a huge laser beam on the charge attack from above.

Another type of weapon would be gas weapons like the mist bomb, but more as a flamethrower gun or a frost gun where they freeze or light the target on fire then use a high jet speed air wave to cut them.

We can also incorperate magical weapons make em look technological like magical beams can be a variety of close range plasma burst fist weapon for small aoe high concentrated damage mix of fist and bomb weapons. Or summoning be a tech guy attacking with holographic temporary monsters that have a more robotic out look. We can make up some mumbo jumbo about how these holograms are kept intact by anti-matter mirrored atoms that are too unstable to be kept for long periods of time.

AnyWay, we need some more weapon variety cause gun, bomb sword is really drying up the game playability.

Wed, 05/13/2015 - 17:13
#11
Kirshtein
Guns with Low damage and Speed

Not only that but most players I've seen like my friends say that the guns are pretty weak and have sow speed they say that the use of guns in the game are only to deal status ailmaints to enemies such as poison,curse,shock and etc.

Thu, 05/14/2015 - 09:05
#12
Blandaxt's picture
Blandaxt
lol...

Guns in this game are over powered in my opinion. Sure if the enemy gets close, it becomes a small issue, but being able to attack and move at athe same time to dodge and not feel slowed down when charging a bomb or stuck in one position while slashing a sword is really the big plus. And while attacking, you don't have to put yourself in danger by getting close to the enemy. Guns are op in my opinion. I mean why do most players if not all use guns when facing vanaduke the last boss (so far) in the spiral knights game? It's because guns are op! In my opinion.

Thu, 05/14/2015 - 12:05
#13
Fangel's picture
Fangel
Well...

That's more the case of blitz needle being OP rather than guns being OP. Also, vanaduke being dangerous to approach with a sword because of fire orbs.

Doesn't mean guns aren't OP, but like, using vanaduke as an example is a bit odd. Guns are pretty weak in the early game (tier 1, partially tier 2), but get super strong in tier 3.`

Thu, 05/14/2015 - 13:38
#14
Prozwiadakpl
uhh...

I mean:
Kunai-uhh... that's weak. Ninjas? Space ninjas? When you charge weapon what happen? I want know.
Claymore-bombs in game is doing the same.
Cutlass-uhh some swords you can see like cutlass.
Staff or wand-good idea but you can summon creatures?
Knuckles and fist type weapons-no i'm feel it's bad idea.
Spears-better idea than cutlass and kunai.
More hammers-no comment
Claws-for pets i mean

Fri, 05/15/2015 - 11:37
#15
Blandaxt's picture
Blandaxt
wow!

Super nice job hexzyle at setting that chart that shows every gear in each of their catagory. I just took a look at it now and i have to congradulate you at a job well done.

Now unto the weapon variety, i feel a summoning sort of weapon is needed. i explained in my last post #10 how we can make this summoning effect look more technological and balance it out. Basically all the Summons would either have a time limit or a hit limit. Attacking summons would have a time limit while defensive summons will have a hit limit. After summoning a creature, it goes through a cool down phase, before another can be summoned. So for example, if i were to summon a mini tortodrone that would act as my shield, it would have a hit limit of 5. This means that the mini torto would not attack, but try it's best to get in the way of incoming attacks aimed at my knight. After 5 hits, it dies and I'm left defenseless. I. I were to summon a mini wolver, it would ha e a time limit of 1 to 2 minutes. This means it does not have health, just a time limit. It will attack any monsters near me, but if i stray too far it will automatically stop attacking and come to me. Once the time limit is done, it wil disapear. And to balance it out even further, large summons require a catalyst like an item that represent the monster that will be summoned. These catalyst need to be created using items found in the clockworks. This means basic summons would be summoned for free, while grand/catalyst summons require ammo to be summoned. This means even a 5 star summoning gear would still require ammo, but the summon would have more capabilities then a 3 star summoning gear.

Now lastly, a knight summoner would have a different kind of shield then normal knights. Summoners are considered in my opinion are between a support weapon like a bomb, to a long/mid range attacking weapon like a gun. So there shield would act differently. This shield would be more like the drakon skill 3 floating orbs that orbit the knight, but would not be used for attacking, but for hit counters. If that knight gets hit 3 times or less, there shield would break and leave them open for direct damage to their health. What makes this shield different from normal shields is that it can expand and contrast. This means that if it expands, it will cover a large area and protect that knight more easily. The minus of it's expanding ability is that it can only tale one hit. This means that depending on the situation is when the knight would use this ability to push back the monsters and clear the area. The area the knight can expand it to goes from the small area of the current shields to the area of a 3 star bomb At 3 star. And at 5 star, the knight can expand the shield to an area of a 5 star bomb. The more the knight expand the shield the less hits it can take. The orbs that represent the amount of hits can regenerate over time, but at a slower pace then normal knight shield. Now another cool thing about this shield is that the shield only protects against normal defense. The reason why this is cool is because depending on the defensive summons, the shield would be enhanced to match that defensive summons defensive statistics. This means if i summon a shadow defensive monster, my shield would auddenly have shadow defense. Or i. I summon a piercing defense monster, the shield would have piercing defense. the upside to this enhanced shield is that the shield defensive capabilities would increase from only 3 hits to be able handle more hits depending on that monsters capabilities. The downside to this ability is that once the defensive monster is dead, the shields enhanced abilities only last 30 seconds before disapearing. This means it's in that knight's best interest to keep that defensive monster alive. Another boost defensive summons give is unique charge damage capabilities. This means that the bash attack can be augmented to have any damage type that is split with normal damage and different status types. So a knight would be able to do split piercing with normal plus fire status on his charge if he wants to if he has the correct defensive summon. Lastly, defensive monsters can be mounted as a perk. (The mounted and shield i described can be optional features.)

The last type of monster a knight can summon is a supportive type of monster. These monsters are very much differrent then the other types of monsters because they actually have health. This means that they can stay for an indefinite amount of time on the field. Another reason why they are different is that they act more like cell phone towers where thet provide a certain area of coverage on the field. In this area is where they provide there supportive effects to the summoner and the rest of the team. Another thing that makes them different is that they have no loyalty like the other summons where they stick close to the player. They instead after being summoned in a spot, they start to wander around the place going where ever they like. This means these monsters are effective on some situations and some other times not effective. The upside to this is that the effects these supportive monster give can be any one of the sprite perks we get while at the same time giving any monster in that area an opposite effect of that sprite perk whether it aplies to them or not. Besides the sprite perk, when the monster is summoned, the summoner gets a dirrect armor augment effect to their armor even if that summoner is not in the area of effect of the support monster as long as that monster remains alive. This augment can be increase vita pod health boost, increase defense towards a certain damage type, defense increase towards a certain status type, ect. That about covers supporting summons. A total of 5 supportive monsters can be summoned at once, but they cannot be summoned near each others range. This means the knight can only summon another supportive type of monster outside of another supportive monsters range.

Now when it comes to the types of monsters the knight can summon, the gear already comes with predetermine basic summoned monsters. If a player wants to do an advance summon, then that player would have to use a catalyst. Some catalyst require the gear to have more stars, but a 5 star gear would be able to summon any monster in a catalyst. Some catalyst matchs more with certain summoning gear that focuses on a certain status ailment type like fire, ice ect. Monster catalyst that are summoned with these gear would get an extra capability. Like that mini tortodron example, the mini tortodrone summoned wouls have it's normal shell defensive capabilities but if it is summoned with a compatible gear, it would also be able to join the summoner in that tackle and extending the charge by a couple of meters and with more push back. Other defensive monsters can give status ailment on charge and other effects. Attacking monsters will gain one more extra attack capability like a turret monstrer would be able to shoot onr more attack variation of the normal bellet attack. These perks only activate on catalyst summoned monsters. Catalyst summoned monsters once summoned would stay active for one month like when a player activates a trinket. This means that for a whole month, the player would be able to summon that monster. Once the month is over, the catalyst item will break into 1 or 2 materials that was used in it's creation. This means a player can have more then one catalyst monster on hand to summon.

A knight can summon up to 3 total of monsters at once. These Monsters can be defensive or attacking. The only exception to this rule would be the supporting type monsters where the knight can summon up to 5 of them on the field at once. This adds up to a total of 8 monsters a knight can summon. Supportive monsters are in there own roster while defensive and attacking type of monsters are in there own roster. This way the amount of monsters summoned won't conflict the system. A knight can have 3 defensive or 3 attacking monsters on the field and a total of 5 supporting monsters. A standard gear comes with one attacking, one supportive, and one defensive basic summon. This way a knight can try all the different variations of summoned monsters to get a feel and experience in using all types.

The only attacking method a summoner knight can use is his monsters and shield bash. This means it is imperative that the knight has some back up items like vials and such for when the cooldown hits them on all 3 preset summoned monsters. Unless the knight has a catalyst to use that is not on cooldown, he will have to focus on dodging.

Now if a knight brings more then one summoning gear and switches to another Gear, all defensive or attacking monster currently out will be automatically desumoned, but there cooldown will remain. Supportive monsters will not be desummoned, but perks and boost gained from on defensive monster will not disapear for 30 seconds. This means if you were to summon another defensive monster with another summoning gear, you would not get the perks that comes with that new defensive monster till 30 seconds after the previos defensive monster's perks disapear.

Well that's all i have right now for summoned monster gear. What do you guys think?

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