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New Weapon Series: Holo-Fist (and Holo-Claw)

8 replies [Last post]
Wed, 05/18/2011 - 18:36
CrashFu
Legacy Username

I strongly support having a wide variety of style and flavor when it comes to weapons in the game, I mean, there's only so many different ways you can do a sword, right? In that spirit, I'd like to propose a weapon series for the pugilists out there; for those of us who want to get our hands dirty, while technically not getting them dirty at all.

For those people, there could be... the Holo-Fist. Originally developed as a tool to let Knights reach loot in brambles, the Holo-Fist consists of a glove or some innocuous looking hand-held gadget, that is capable of projecting a field of solid energy in the shape of a knight's hand. While the early prototypes proved incapable of manipulating delicate objects, their creators soon found them an alternate use: punching wolvers right in the chops!

(this design is out of consideration to technical effort, as the knight could still use the normal sword attack animations instead of needing new ones for the punching; they simply flail away with the device and the fist appears completely separate from the player model, giving the additional benefit of an attack reach better than a knight's stubby little arms would reasonably allow on their own)

The defining functional attributes of this melee weapon would be a lack of player movement compared to other swords, accompanied by equally low monster knockback, both of which qualities could prove to be advantages or disadvantages depending on situation. You can sit and wail on a foe as long as you like without having to worry about chasing them around to stay in range, without having to worry about lunging right into hazards while attacking, but at the same time it would prove ineffective at pushing away melee-attacking monsters, forcing you to time attacks carefully, with lots of dodging and blocking. Compared to other swords, the holo-fist would also attack very quickly, with virtually NO wait time between any given attack in its combo and launching the next attack, being able to move, or being able to shield. This would allow for smooth, seemingly endless attack combos, at least until the knight needs to move or block. To compensate, the actual damage of this weapon would be notably less than swords. You can reliably pepper your foes with light attacks during each and every opening you get, you just won't be doing the big heavy hits of actual swords. In addition to this, the weapon would most likely have chances to stun with the basic attacks.

Speaking of which, I see the basic attack combo as a series of jabs and hooks that each covers a very small attack area, but that cover a wide swath in front of the knight and hit from varying directions. Therefore a knight attacking a group of enemies will likely distribute attacks among multiple enemies, but each individual attack will likely not hit more than one or two at a time. (so as not to encroach on the Troika series for multiple-target superiority)

The charge attack would be a lightning fast flurry of punches in a forward cone, with a better-than-usual chance of stun, finishing up with a brief pause as the knight readies one last massive punch, slamming a much larger fist straight forward for higher damage and very high knockback (to contradict the lack of knockback in all its other attacks) along a narrow field.

Different tiers of this weapon series may use different graphics for the fist. It might vary from a normal fist to a boxing glove to a big spiked gauntlet, for example...

Of course, there would also be a separate advancement path, the Holo-Claw. Similar in design and function, but instead of being patterned after the fist of a martial arts expert, it would take inspiration from a Wolver's claws (Totally irrelevant that they don't actually use them to attack!). Instead of Normal damage it would do piercing, or a normal/piercing mix, perhaps, with the stun capability lost in exchange for either slightly better damage or perhaps wider attacks that can hit multiple targets a little more easily.

Replacing the jabs and hooks with feral claw-slashes, the charged attack may also end up it's flurry of claws with a huge chomp of teeth in place of the fist's huge punch, comparitively dealing much better damage but without any of the knockback capability.

Sun, 07/24/2011 - 15:05
#1
Starlinvf's picture
Starlinvf
Raising from the dead, and

Raising from the dead, and showing support for Glove and Glove-like weapons

Sun, 07/24/2011 - 19:29
#2
Nechrome's picture
Nechrome
interesting...

interesting...

Sun, 07/24/2011 - 19:59
#3
Shadownox's picture
Shadownox
very original

very original

Sun, 07/24/2011 - 22:36
#4
Geregias's picture
Geregias
its pretty good

i quite like this idea and it would certainly appear to be inline with other melee weapons, although there would still need to be a combo limit probably at something like 10.
so its basically a faster striker but with less power and less lunge and push - im all for it

Mon, 07/25/2011 - 00:32
#5
Dukesky
Legacy Username
~I approve of this Necro~

Make the Holo-Fist charge attack actually reach out and grab items (as well as damage enemies, duh!)

Tue, 08/02/2011 - 09:31
#6
Nikith's picture
Nikith
maybe the charge for the

maybe the charge for the holo-fist could be a gigantic hand slap against the ground with a shock wave

Tue, 08/02/2011 - 21:38
#7
Psychorazer
Hmm...

Intriguing...This idea sounds good. Hope the devs are watching this ^^

+(place positive integer here)

TEEHEE!

Tue, 08/02/2011 - 22:28
#8
Joxalot
Legacy Username
Me and a friend were having a

Me and a friend were having a conversation about how awesome would it be to have powerfists in the game.
I kinda like the idea of having an energy fist weapon (I prefer solid steel gauntlets, tho) but there is one problem. Certain armors would have clipping problems with the weapon. The Skelly armor, the Chroma armor or the Gunslinger Armor, for exemple, have too much content on their hands and the fists would surelly cause some unwanted clipping.

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