Author Topic: Second mode for more weapons  (Read 2095 times)

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Offline gazda

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Second mode for more weapons
« on: September 08, 2011, 11:06:16 pm »
+7
There are a lot of weapons that where made for multiple types of attacks, like poleaxes, picks, etc. So i was thinking we should add these weapons ability to be used as they were made for, just like devs did it with 2h.In all cases the weapon model should just be simply fliped on horizontal axes. I have put up a list of weapons that I think should have  seconf mode, and their penalties and perks.

1h
Pickaxe - gets a small blunt damage
Hammer - gets a small pierce damage
Fighting pick - gets a small blunt damage
Iron war axe - gets a small pierce damage + speed penalty(only when used in second mode)
Military pick - gets a small to medium blunt damage
Broad one handed batle axe - gets medium pierce damage + speed penalty(only when used in second mode)
Steel pick - gets a small to medium blunt damage
Warhammer - gets a low pierce damage

Polearms
Bec de corbin - gets a medium blunt damage
Poleaxe - gets a medium blunt damage
German poleaxe - gets a low-medium pierce damage
Elegant Poleaxe - gets a medium blunt damage
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Offline ABCF

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Re: Second mode for more weapons
« Reply #1 on: September 08, 2011, 11:08:31 pm »
-3
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Offline Tzar

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Re: Second mode for more weapons
« Reply #2 on: September 08, 2011, 11:16:09 pm »
0
Yeah i been thinking about this too would add alot of extra fun for 1h´s and polearms.
I've never played a server where people split up as much or as often as on EU1.  No wonder range is having a field day.

Offline Rextard

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Re: Second mode for more weapons
« Reply #3 on: September 09, 2011, 01:39:23 am »
0
What would be really nice, is if you could set which mode it starts equipped in.
Could this in any way be done by having each bi-modal weapon present an equip screen option for each of the categories it can be used in? Then if you select it from the 2h list for example as opposed to the 1h list, it would start off in 2h mode.

Offline partyboy

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Re: Second mode for more weapons
« Reply #4 on: September 09, 2011, 06:36:30 am »
+1
every weapon should get the option to be thrown

fuckin throwing builds would rule then
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Offline theero

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Re: Second mode for more weapons
« Reply #5 on: September 09, 2011, 07:23:01 am »
0
every weapon should get the option to be thrown

fuckin throwing builds would rule then

I can see millions of flamberges cutting air like they were used by millions of RandomDudes.
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Offline Fartface

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Re: Second mode for more weapons
« Reply #6 on: September 09, 2011, 08:26:46 am »
0
i would throw great long axes FTW.
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Offline Camaris

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Re: Second mode for more weapons
« Reply #7 on: September 09, 2011, 09:15:15 am »
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Great Maul is a dedicated throwing weapon.

Offline Armbrust_Schtze

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Re: Second mode for more weapons
« Reply #8 on: September 09, 2011, 09:56:18 am »
0
+1 on this suggestion.

I remember the words of a donator on the old cRPG-page 'i wish I could press X to turn my poleaxe over'

this should be balanced, awesome and realizable..
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Offline eulenkaese

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Re: Second mode for more weapons
« Reply #9 on: September 09, 2011, 10:39:08 am »
-1
Horsethrow would be nice

Offline MrShine

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Re: Second mode for more weapons
« Reply #10 on: September 09, 2011, 02:44:12 pm »
0
every weapon should get the option to be thrown

fuckin throwing builds would rule then

RUUUUUNEEEEEEE

As long as the weapons not designed for throwing were really shitty (low damage low accuracy etc) I think this would be hilarious.  Someone making a rooftop last stand chucking random weapons at people charging up the ladder.

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Offline Mala

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Re: Second mode for more weapons
« Reply #11 on: September 09, 2011, 03:11:49 pm »
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Sound a bit like wasted working time to me.

For expample the pickaxe. You already get an amour piercing bonus with it, so why it need a second option against armour?Or the warmahher. It has a strong blunt attack, so who would use a weaker piercing one?

Offline Joelturuz

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Re: Second mode for more weapons
« Reply #12 on: September 09, 2011, 06:18:51 pm »
0
Agree with Mala there.

Also while I don't know how the mod system works and all that, wasn't there a problem at one point when dropped weapons wouldn't look like what they really were due to too many different weapons?
Since every secondary mode is actually an individual weapon, this could reintroduce the problem.
« Last Edit: September 09, 2011, 06:21:07 pm by Joelturuz »

Offline Bobthehero

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Re: Second mode for more weapons
« Reply #13 on: September 10, 2011, 02:09:25 am »
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You cant flip weapons with X, you would need to create a new item that would use the flipped model, then have the first one use the flipped version as melee with the same anims.
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Offline gazda

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Re: Second mode for more weapons
« Reply #14 on: September 10, 2011, 09:07:49 am »
0
thats the idea
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