This post will cover some points on my previous on in more detail since people seem to prefer I go into how exactly everything would work rather than suggesting things so sorry if you have read the previous, there will be some retreading done:
This is Just going to be a long post of things that I wouldn't mind seeing being put into action:
New Weapon Lines
Spear - long straight normal attack that knocks enemy back, with a leaping charge attack that causes an explosion on landing, think Hammer charge attack with Player in the middle. Normal attacks do not interrupt, merely a knockback to get into range for Charge attack damage scaling would be DA/GF like Attack speed/damage on poke *with only straight line attack the Area/damage potential should be around the same* swords damage at max range about 2 squares so spear should be about 3 with charge attack jumping 4-5 squares, explosion should be same range at hammer one.
Dual Wielding weapons - Shield slot can be equipped with sword or gun, bombs cannot be used since bombs require two hands to charge, as seen in the in game sprites as they hold the bomb above their head.
Sword/Sword - Attack speed determined by the average of both, damage calculated separately, new attack animation programmed for dual weilding, only main hand weapon can be charged.
Gun/Gun - each weapon can be fired seperately using left and right mouse clicks, reloading time is increased during duel wielding due to single handed reloading, Charge attack can be used by the main handed weapon only
Sword/Gun - left and right mouse clicks, charged weapon is that being used in the main hand only 1 can be fired at a time. Attackspeed determined by the sole weapon alone
Bomb/Offhand weapon - bomb can be used as normal, offhand weapon can be used when bomb not charging
^ READ CAREFULLY SHIELDS ARE NOT USED IN PVP therefore dual weilding would not be possible
Bow and arrow - Normal attack similar to gun, fires an arrow, Charge attack fires a cone of arrows, similar to Mchn gun but all at once, and no overlap *think LoL ashe arrows*
Crossbow - Normal attack, as gun, charge attack ballista arrow
Gatling Gun - no normal attack, when Charge completes the shots fire as the Blitz needle normal attack, continously without stopping. movement allowed but imparied as in firing a normal gun, suggestion that this line has movement speed decreased debuff with bullets doing nothing but damage, so no knockback or interuption.
Remote control bombs - Charge attacks lay bombs, up to 10, normal attacks activate the bombs, fades after 10 seconds to avoid over stacking
I changed to Dual wielding WEAPONS cause no one seemed to bother reading that I put SWORDS last time, so I updated to allow both swords and guns.
so for every that screams it'd be unbalanced to allow dual wielding heres the pros and cons for such a system, esp for those that never even bother reading the whole thing:
Pros:
Able to produce a 2 x damage output to that of a normal weapon and shield
Able to speed up your MH weapon by using a faster offhanded weapon of the same
Able to stack 2 different damage types / status effects
Cons:
Cannot Block
Cannot Shield dash
Cannot Shield Bump
More detrimental to use both a sword and gun and bomb,
Charge attack damage output remains the same
"Able to produce a 2 x damage output to that of a normal weapon and shield"
That's the obvious flaw I'll always point out. A heavy weapon (GF) with some damage bonus (BTS) can already kill the appropiate enemy (gremlin/slimes) in 1 combo (2 swings). We don't need any more power. You sacrifice your defense for nothing (looking badass doesn't count). Even a trojan dies with a single blitz. To complete the circle, try to DA charge or WRH dash a lumber (autotarget helps). A single Well placed alchemer charge can take down a turret or a small mob.
Dual wield would be usefull if only enemies had 100000 health. But they don't.