Greetings, denizens of the Spiral Knights forum! This is my first post here, ever, so I suppose I should get down to business. And since it's my first post:
Hi! I mostly play as Rustford in the game! Very nice to meet you all! :D
Introductions over!
Now, I noticed that Warpmonger has already created a thread discussing the same subject, but I'd like to be honest and say that there really is a lack for different weapon classes. I picked up his thread and it really got me thinking so, I've studied the weapons a little bit and thought of coming up with new weapon classes, because real knights didn't use just swords and shields; they learned how to adapt using different kinds of weapons. Now I know what you're thinking: "Well, these aren't real knights!" True. But the reason why I thought I'd give this a shot is because Spiral KNIGHTS has the word KNIGHTS in it. To add to this, wouldn’t it be more fun and more challenging if OOO added more weapon classes? ;) As opposed to real knights, though, they spurned the use of ranged combat and explosives so here, I'll include some ranged weapons, explosives and some weapons that sacrifice the use of a shield. With choices broadened, players of Spiral Knights will be able to find their true play style and it will make the game more dynamic or diverse. XD Constructive criticism is absolutely welcome!
WARNING: THIS POST IS VERY LONG. For those that want a TL;DR, just read the title of each section and read the PROs and CONs.
-=SPEARS/LANCES=-
Spears offer range compared to most melee weapons. Their standard attacks cause piercing damage with a simple stab combo. Charging up, however, will make a sweeping attack that deals normal damage. There could be some spears that cause more damage with their charge attack than their standard attacks due to having a blade on its tip instead of a piercing spike. Spiked cudgels that are placed instead of a blade cause more damage to constructs. Its standard attack has weak knockback so its wielder may stab the target continuously. In addition to this, a spear can be used WHILE blocking, making this it the true weapon of a tank.
(+)PROs and CONs(-)
+ Spears can be used while blocking.
+ Spears have range.
+ Spears have two standard damage types.
- Spears attack only one target at a time.
- Spears are not AoE, save for the charge.
- Slow charge time.
-=TWO-HANDED WEAPONS=-
Has anyone ever wondered why weapons like the Leviathan Blade, the Troika family, or the Sealed Sword family are so big yet our puny Knights are able to lift them with one hand? For practicality’s sake, they’d probably be even deadlier when a Knight sacrifices its shield for a weapon of pure offense! That is why I came up with this little idea; two-handed weaponry. While two-handed weapons may be slow, their damage and knockback could be second to none. Warhammers, battle axes, greatswords, and giant clubs should be included into Spiral HQ’s R&D due to their destructive power. The standard attack is a combo of two swings; the first is a diagonal swipe, slamming the weapon into the ground, and the second is a vicious uppercut that’ll send their foe flying. The charge attack would be a slam at the earth, causing a shockwave to erupt around the Knight (shockwave radius depends on the weapon’s ranking). To compensate for this weapon’s titan strength and for not being able to use a shield with it, the Shield Gauge is consumed whenever the user performs a charge attack. Blocking, however, won’t save you from behind. It’s Shield Bash action enables an attack boost for three seconds at the cost of the Shield Gauge. While many would cringe at the thought of being open after every swing, those who master these massive weapons will be able to fearlessly venture into the Clockworks, rest assured.
(+)PROs and CONs(-)
+ Two-handed weapons cause high amounts of damage.
+ Two-handed weapons are mostly AoE.
+ Two-handed weapons have decent range and cause a strong knockback on the second swing.
+ Decent charge time.
+ 3 second attack boost when Shield Bash key is pressed.
- Two-handed weapons can’t protect their wielders from behind.
- Two-handed weapons unequip a wielder’s shield when selected.
- Most actions involving two-handed weapons consume the Shield Gauge.
-=GAUNTLETS=-
Have you ever felt so angry that you wanted to drop your weapon and shield, charge at a Gun Puppy, and beat it to death with your fists? Now you can (hopefully) fulfill that fantasy! With gauntlets for a weapon, DPSing in the Clockworks would mean a torrent of swift punches. These gauntlets would make short work of the wielder’s foes if put in capable hands. Its standard attack features a series of six punches, three character animations that deliver two swift blows each. Its charge attack causes the user to punch a single target with a flurry of countless punches so fast that the Knight’s hands only appear as blurred streaks of color and a final punch that causes medium knockback. Some gloves would involve the final punch causing the enemy to explode on death. Unfortunately, like two-handed weapons, this weapon cannot be used with a shield and it cannot protect its wielder from behind. Its Shield Bash action involves a 3 second defense boost to its (possibly) squishy wielder at the cost of the Shield Gauge. To use this weapon means to summon the raw, primal fury of every Knight from Spiral HQ.
(+)PROs and CONs(-)
+ Gauntlets are extremely fast and are ideal for those who put speed over power.
+ Some gauntlets enable enemies to cause an AoE explosion upon death.
+ High damage output due to speedy combos.
+ 3 second defense boost when Shield Bash key is pressed.
- Not ideal as a tank weapon.
- Players might find its standard attack as weak.
- Very short range due to a Knight’s tiny frame.
-=KATANAS=-
Ever wanted to feel like a samurai or a master swordsman who wields a blade that could slice the enemy like a hot sword through butter in the blink of an eye? With this weapon, you (possibly) can! The katana is a weapon of not only speed, but skill. Every Knight that uses a katana holds it out in front of them, unequipping their shield while in use. As a weapon of pure offense, it involves a truly frightening set of attacks. Its standard attacks feature a swift, three hit slash combo, but its charge attack should be more than enough to give Lord Vanaduke a scare. For the charge, the Knight using this deadly blade puts it in its sheathe while charging, and after the bar fills up, the Knight will unleash a slash so fast the enemy won’t know what hit them. However, using that slash is one thing, but TIMING it right before the enemy strikes would double its damage, rendering the enemy completely stunned. Unfortunately, because the blade is so thin, a Knight using it could not block any incoming enemy attacks. Pressing the Block key makes the Knight perform a “shield bump” except by bashing the enemy with the katana’s hilt. The Shield Bash key enables the Knight to dash behind the enemy of their choice and rear the blade in for a strike with the grace and ferocity of a Wolver. Most katanas also come with a defense boost so as to compensate for not being able to block. With a katana in the hands of a veteran Knight, they could be proud to say: “I am the wind, and the wind, you cannot kill.”
(+)PROs and CONs(-)
+ Katanas offer the most offense in a weapon.
+ A truly dynamic fighting style involving lots of movement.
+ Scary charge attack that causes double damage if unleashed before the enemy attacks.
+ Most katanas have a defense boost in compensation for not being able to block.
- Not ideal for beginners.
- Steep learning curve.
-=MINES=-
Most Knights have already encountered Gremlins that love to chuck bombs around, right? How about a bomb that has an indefinite detonation time? In fact, how about a bomb that only detonates when it comes in contact with the enemy? Introducing: mines. These bombs are for Knights of patience and thought who know exactly where to place these before an encounter. Mines detonate with huge explosions and knockback, but only within a tiny radius (some mines have larger radii than the others). They have a longer charge time than bombs, but are otherwise more powerful. Some mines could even scatter shrapnel, causing excruciating piercing pain to beasts and fiends. Only three mines can be placed at a time, and if the mines are left alone for too long, they disappear with a poof. When mines are placed in an encounter, the mine layer will surely greet the unsuspecting monsters with a bang!
(+)PROs and CONs(-)
+ Mines have huge knockback and huge explosion radii.
+ High explosive damage, some involving shrapnel.
+ Three mines can be placed at a time.
- Slower charge time than bombs.
- Mines only explode when in contact with the enemy.
- Mines disappear if they don’t detonate.
-=RIFLES=-
Ever wondered if Spiral HQ wanted to bring in heavier guns? Here, we have another weapon that sacrifices the use of a shield, but allows Knights to imitate their favorite action heroes. Rifles enable Knights to consume their clips on the enemy whilst dodging projectiles by being able to go prone, or in layman’s terms, crawl on their bellies. Going prone replaces the block action, but while this ability enables the Knight to dodge any incoming projectiles, they won’t be saved by melee attacks from the enemy. The rifle’s range bests the range of Pulsar shots, but unlike pulsar blasts, they don’t explode on contact. Its standard attack features shots the speed of a Magnus-class weapon, but its projectiles soar faster than any other ranged weapon’s projectile. Its charge attack involves a burst of three shots fired in rapid succession. Unfortunately, Knights have to stay still in order to use the charge attack in prone. The Shield Bash key enables the Knight to slam the butt of the rifle at the enemy, causing a tiny amount of damage, but damaging them nonetheless. With a rifle in the hands of an experienced gunner, the enemy would surely be filled with holes before they could even feel it.
(+)PROs and CONs(-)
+ Longest ranged weapon.
+ Fastest projectiles.
+ Knights can go prone to avoid projectiles.
+ Shield Bash attack could be used as a means to escape.
- Rifles cannot be used with shields.
- Going prone cannot save you from melee attacks.
To clarify, those who have a weapon that involves a shield, and a weapon that doesn’t involve a shield, (e.g. Acheron + Gauntlets), the shield will be disabled once a person uses the shield-less weapon. However, if a person has shield-less weapons only, the shield they’re currently using will be unequipped (not ideal for Lockdown games, unless you have a shield with you for backup).
Now, I have many more ideas, but I’d have to dig deep into the annals of my brain to find them. Like I said up there, constructive criticism is most welcome. :D (It'll help lots if your arguments are valid and if you read the post entirely.)
In closing, I congratulate those who have read the post entirely, and I hope OOO picks this idea up. It may not appeal to all of you, but it’s only some ideas I wanted to put down on paper once and for all.
Thank you all for hearing me out and see you on the battlefield! :D
First off... "but I’d have to dig deep into the annals of my brain to find them." *cannals" Or at least I hope you meant that. I'll let the pros handle the criticism, but what I do think is:
Spears/Lances: Yes. So hard, yes.
Two-Handed: Should be under the actual sword class, but I wold also do this.
Gauntlets: Yes. I would love to be a Monk.
Katana: Acheron.
Mines: This is a bomb.
Rifles: This is a gun.