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Just Some Weapon Ideas.

4 replies [Last post]
Sat, 02/23/2013 - 10:14
Ghostmantis's picture
Ghostmantis

Hey there,first off,thanks for reading this and i hope to learn from your advice and criticisms,so here we go.

So my 1st wep idea is a gun like the punch gun or zapper(which where once construction tools),and it is.....The Impaler! a beginner gun like the latter 2, this weapon is basically a nail gun that fires 2 nails per shot with a 4 shot clip before reload AKA 2 shots.The charge would have the knight would tilt The

Impaler sideways and would fire all 4 bolts in a large spread(with gaps between each shot).Would deal piercing damage and unlike other "construction tool" weps,this would be upgraded from 0 to 2 star,with The Impaler,The Modded Impaler,and The Refurbished Impaler.The Modded
would add more power and speed and the Refurbished would bring a 6 needle (3 shots) clip to the table.

Next Weapon is pretty straight forward, A pole-arm type weapon,with recipes ranging from lances and halberds to guan dao's and naginata's.
The basic attack pattern would consist of a downward slice,sideways sweep,and lastly a thrust(3 combo) and due to the weapons lenght and size,attacks would be kind of slow.The basic charge would be a stationary attack where the knight would deal multiple fast thrusts(and can rotate doing this) and finish off with a 360 sweep.Recipes start at 2 star and go up depending the wep.

Lastly, The Katar/Katara.Starts 3 star and goes up from there.Early recipes have a single katar/katara, but as you upgrade you get another.The attacks with 1 blade are simple slices and jabs,but once you get the 2nd one,you unleash a storm of attacks not unlike the cutter or striker.This weapon is basically a way to bring something close to CQC or Martial Arts to the game.They would deal Piercing damage and the charge would have the blade(s) split in 2 and reveal a central,hidden,3rd blade and the knight would side step around the enemy and jam all 3 blades into the enemy.(and possibly sap their ability?)

Well thats it! so Again thanks for reading and replying.

Sat, 02/23/2013 - 16:06
#1
Thunder-The-Bright's picture
Thunder-The-Bright
ok.

Impaler: I don't like guns having a pair number of shots. I don't know others. as for the alchemy line, reduce to 2. also, no one uses a gun different from blaster in 2* phase, so it would not be used.
polearm: 2 hit combo and great range and it would be fine. also, the charge should be a 90° sweep forward. it's heavy, don't you remember?
katar: well, that is quite good. I don't understand the charge part. if it starts form 3* it should have 2 blades at 4* imo. and it's unlike the cutter seres. the phantom blades cut after the main swing, while this would cut together with the other.

Thu, 03/07/2013 - 23:19
#2
Ghostmantis's picture
Ghostmantis
Response

The impaler is supposed to be a starter weapon so i agree with you there
Your Polearm comment makes sense,2 hits like the troika or any other heavy wep,and for the 360 spin, the knight would basically have one hand at the base and use the weapons weight and gravity to swing him/herself around.
The Katar does get a second blade at 4 star.The charge has the Katar blade split open,which reveals a 3rd blade,some real world katars have this,but the knight would basically sidestep around an enemy say to avoid an attack(so recommended to use at the front of the enemy)and thrust the katar in the enemy. The last bit was something ive been conflicted about, if when you thrust the blade into the enemy,you take its ability.Say you use the charge on a fire enemy,you would get a fire vial unless inventories full.Just a thought though.

Sat, 02/23/2013 - 18:54
#3
Klipik's picture
Klipik
Heavy piercing sword = any hope of balancing gone forever :(

Impaler: Pierce weapons for T1! /applaud :) Not so sure about the weird strafing mechanic, though. Maybe just make shooting all four shots at once the charge? T1 weapon charges aren't exactly complicated. And 2 shots to 6 shots is too many, make it upgrade to four.

Polearm: Unless you can find a way to balance it, any heavy piercing sword would be overpowered due to its high damage output and range.

Katar: There is no functional difference between this and a Cutter line sword. And for the stealing the ability thing: What happens if you do it to a Mender or a Silkwing?

Sun, 02/24/2013 - 09:51
#4
Ghostmantis's picture
Ghostmantis
response

Woops,i actually forgot about the Impalers charge,ya the spread makes more sense as charge than strafe,it has 4 needles per clip with a single shot shooting 2 needles,so if you get 6,you get 3 shots of 2 needles.

Polearm has a bigger emphasis on thrusting which requires some amount of precision and the weight paired with that provides an ample balance.

The Katar is simply made to be a bridge for CQC type stuff,or martial arts.The stealing the ability was something im not sure about either for the same reasons.

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