Forums › English Language Forums › General › Suggestions

Search

More Variety weapons

7 replies [Last post]
Tue, 11/19/2013 - 03:21
Recon-Blade's picture
Recon-Blade

Weapons that you hold with both hands, like it is a bit stronger from a standard weapon you wont be able to block/use your shield.
OR maybe weapons with a different function for example: pistols are ones that shoot fast.

Like a great sword or claymore and spear for melee.(because there are already Hammer like weapons just like Thwack Hammer.)

A shotgun or maybe sniper and bow/crossbow for guns.(Auto-Gun and other guns have different functions)

I just like to add variation to weapons.

Tue, 11/19/2013 - 13:56
#1
Hexzyle's picture
Hexzyle
When you're this swag this world just bows at your knees

Oh look, it's this thread again...

Tue, 11/19/2013 - 15:15
#2
Magnum-Frost's picture
Magnum-Frost
-Generic Subject Line-

I came here thinking it would be another typical "MOAR W3P1NZ PL0X" thread, but I am actually quite interested in this.

-WARNING, LONG POST AHEAD, I DON'T APOLOGIZE-

Suppose a two handed weapon could block, but it would take longer to initiate the block than with a shield and also would have a quick timeout, so that you can't just walk around blocking. Also said block would have it's health break easily and could only keep a stray bullet/weak physical attack from hitting you, whereas it wouldn't protect from AoE like zombie breath/haze bombs/vanaduke's "LIGHT THE FLOOR ON FIRE HUEHUEHUEHUE" attack, thus making it more in the user's interests to set up and time their strikes efficiently to avoid taking damage because their block is nearly worthless. A two handed sword would be incredibly slow and have only one, maybe two, swings, but would deal out much, much more damage than your average sword and have a ton of knockback with the expense of having a long recovery time after attacking (basically the time after the second swing of a gran faust times 2 for a sword, but faster for a spear). Because of their size and weight, two handed melee weapons would have a movement speed decrease when equipped (only when you have the weapon in your hand), greatswords having a greater MSD than spears; also, because of two handed melee weapons' already very slow attack speed, the MSD would not apply in PvP. Charge attacks would vary from sword to sword, but I'll use a claymore/greatsword as an example. A claymore charge attack would have an insanely long charge time, cause a movement speed decrease (stacks with the MSD that comes with carrying the sword in the first place), and have a long telegraph time. As for the charge attack itself, it's time to get creative (which implies that the sword isn't green, green is not a creative color)! The charge attack could consist of the player running 3 or 4 steps (big, powerful, dramatic I'm-about-to-slam-this-sword-into-your-skull kind of steps), leaping into the air and hanging there in an almost slow mo type fashion for a split second, and then smashing down kinda like this. The smash would effect about the same area as a trojan smash, would deal an insane amount of damage, knock whatever it hits down, and deal more knockback than you could know what to do with. The large drawback to the charge attack in lockdown would be that it is easy to see coming and move out of the way of. The player performing the charge attack can be damaged while running, but not while in the air (except by previously applied status effects); and once initiated, the charge attack cannot be interrupted by anything except death. The recovery from the claymore/greatsword charge attack would be longer than any other weapon, this is because your knight would have to yank their sword from the ground they just used brute force to smash the weapon into.

Spears could have 2 normal hits, one would be a slow, wide ranging swipe, while the second would be a forward thrust. Because of the length of a spear, it would need to have a minimum effective range for damage. The range for the spear could be accomplished by having two hitboxes on the model, one on the blade and one on the shaft. If an enemy is hit by the hitbox on the blade, they would be dealt a large amount of damage and be dealt a medium amount of knockback. If an enemy is hit by the shaft of the spear (this can only occur in the first spear attack which is the swipe), the attack animation ends and that enemy is dealt a small amount of damage and a small amount of knockback in whatever direction the spear was swinging, the recovery time from a swing that only hit an enemy with the pole would be half that of a completed swing. The swipe of a spear, as previously mentioned, would be slow moving and wide hitting, the pie slice shaped area that the swipe would cover would be about twice as wide as a blitz needle charge, but could be easily avoided in lockdown by dashing out of the way. The second attack would be a thrust, this thrust would only be able to hit a single target for a very high amount of damage; much like how you can aim one way with your first blitz shot and move your pointer so that you instantaneously face another direction for your second shot after the first has finished, you could swipe with a spear to knock back a crowd of slags that are about to jump at you from one direction and turn to hit a slag on your other side that wants to spit his flaming saliva all over you, or you could just stab whatever enemy you just swiped for an epic combo. You are stationary during both attacks, the only exception is that you take a slight step forward in the thrust. The time between the two attacks would be a bit longer than those of a triglav/sadaruska, the recovery from a completed combo would be fairly long, long enough so that you would have to really hustle in order to keep from being jumped on by a zombie or tongue-slapped by a chromalisk that you hit on the swipe but not the thrust. Back to on the subject of hitboxes, to avoid exploits and glitches involving both hitboxes registering, the hitbox of the blade would be larger than that of the shaft, also, to determine which one does damage, the hitbox of the spear which registers as contacting the hitbox of the monster first would be the one that effects the attack. I can't really be bothered to think of anything for a charge attack for a spear, 360 noscope maybe?

As for two handed guns, a sniper rifle would have normal range, high speed, would be more highly powered than normal guns, have a bit of knockback, and require reloading after every shot. Though sniper rifles would have a fairly high powered normal shot, the charge shot would be a VERY different story. Charging a sniper rifle would be a fast charge time, would keep the player from walking but would allow for turning so they can aim, and fire a high speed and long range projectile. The bullet fired from a charged sniper rifle would have a very high damage output with knockback similar to that of valiance but would also have knockdown for enemies that aren't immune to it (Vanaduke, Jellies, Lumbers, etc.). Normal shots from a sniper rifle would fire near instantaneously but would hold the user in place while firing for a second or two because the knight has to steady their stance due to recoil and would not hit the target if they were less than 3 squares away from the player due to the length of the rifle. Charge shots would have to be carefully planned and executed because the user is held still (except for turning, of course) while charging (though charge times would be pretty quick to account for enemies following you) and firing, but would also be inflicted with stun for 2 seconds from the recoil, the 3 square minimum distance between player and target still applies to charge shots. Thus, sniper rifle charge shots would have to be done from fairly far away to avoid being damaged, but this rings up a problem with the field of view in that from SK's normal camera angle, you wouldn't be able to see targets left or right that you would be far enough away from to use the charge shot effectively. The solution to this is when a player begins charging their sniper rifle, the camera zooms out to a blast network like camera angle while the weapon charges, thus allowing the sniper to aim. But what about lockdown? Wouldn't that give snipers on a point a massive advantage, being able to hit people that can't see the sniper? To make up for a sniper's advantage in field of view, a moment before the rifle has fully charged, a small red line would appear which would indicate where the sniper is aiming, this line would stick around after the weapon has been fired but would immediately vanish the instant the bullet hits a wall/block/player or disappears at the end of its range (remember, this time would be very short because sniper rifle bullets would be the fastest in the game by far, but not quite instantaneous due to fairness reasons), this mechanic would also apply to PvE, allowing enemies such as devilites or gremlins to attempt a dodge (devilites could only use their dodge once when faced with a red sniper line before having a cooldown like gremlins, keeping them from being impossible to hit with their normal jump-about-like-a-squirrel-on-speed dodging), which could be counteracted by following them with your aim and firing during their dodge cooldown, but making sure to pay attention, you still need to aim ahead of them when they are running around.

Shotguns are another great idea for a two-handed gun. Shotguns would fire a large amount of very small bullets (like, smaller than antigua bullets) in a spread pattern that would be random, would require reloading after every shot, and would have a short range. The mobility of a shotgun would be like that of an antigua in that it would slow the player down while firing, though the movement speed decrease would be much lower. Normal shots with a shotgun would be very powerful at close range, have small bullets that travel at about the speed of antigua bullets and spread out more the farther they go, have a long reloading time (no, they are not pump shotguns, sorry), deal moderate knockback, keep the user in place for a split second (not unlike the first swing of a brandish), but would be very ineffective at anything other than close range. The charge shot of a shotgun would require a normal charge time, would slow down the player a LOT (imagine wearing ancient plate set while stunned and charging a triglav/sadaruska at the same time...SLOW), and actually firing would knock the player down. The bullets from the charge shot would be a little smaller than normal valiance bullets, would be greater in number than that of the normal shot, would have the same speed and range as valiance bullets, deal an enormous amount of damage at close range, have the same spread area as a normal shot except that the bullet pattern would be uniform instead of random, and deal knockdown along with knockback. Because of the insane overpoweredness of a shotgun charge, the charge attack would have a telegraph in which the player assumes a ready stance before firing, this telegraph would be short enough to be somewhat difficult to avoid without being close to the edge of the bullet spread or dashing out of the way, but long enough so that you would only get hit with the full force of the attack (if at all) if you weren't paying attention, thus making it a very hard to use option for PvP but with a massive reward with a lot of luck and expert execution (kind of like blitz needle charges, but even harder to use). The charge of a shotgun wouldn't be spammable because the attack speed of the charge attack could not be effected by ASI, so the telegraph before firing would never become shorter, also, because of the telegraph, anyone but a complete noob who sees the charge attack about to happen will move out of the way and dash over to where the shotgun wielding knight will get knocked down so they can take them out.

But what about shielding for two handed guns? For the sniper rifle, there would be no shield ability at all because of its use far from enemies and thus being a secondary main weapon, but not viable to use on its own in tight spaces like arenas or small rooms. Shotguns would have a shield ability like that of a two handed sword, unable to block AoE and is very weak but has enough defensive capability to block a weak melee attack or a stray bullet.
---END

Yeah, yeah, long post, I know.

Most everything in this post is probably unbalanced and a completely stupid idea, and that is because it came from my idiot brain. Thank you, Recon-Blade, for making a good OP that got me thinking about this, nothing I love more than thinking up silly things such as weapons.
...
Poptarts

Tue, 11/19/2013 - 15:23
#3
Trats-Romra's picture
Trats-Romra
@Hexzyle

New forumers appear every day. What we can do?

Tue, 11/19/2013 - 15:33
#4
Hexzyle's picture
Hexzyle
When you're this swag this world just bows at your knees

Unfortunately nothing.
Well, we could ignore any silly threads by new forumers. Then they'd just get buried by other threads and no-one would get upset over them.
Come to think of it, that's probably what I should have done.

Sun, 11/24/2013 - 01:29
#5
Recon-Blade's picture
Recon-Blade
WHAT!

I just said I JUST WANT VARIATIONS ON WEAPONS.
Just a little.
Don't Compare this forum on others.
Its because there are only a few different weapons.
Swords:
Flourish, Leviathan Blade(along with counterpart), Spur, Wrench Wand, Thwack Hammer. and some are just similar to each-other.

Guns:
Autogun

Plus it is just a suggestion
DEAL WITH IT!

Sun, 11/24/2013 - 01:38
#6
Recon-Blade's picture
Recon-Blade
Thank YOU Magnum-Frost

See, Magnum-Frost got my point.

Sun, 11/24/2013 - 01:40
#7
Recon-Blade's picture
Recon-Blade
Thank YOU Magnum-Frost

See, Magnum-Frost got my point.

Powered by Drupal, an open source content management system