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Mahal Daj
Mahal Tactical Enterprises
12
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Posted - 2014.01.11 22:27:00 -
[1] - Quote
Using the Nova Knife as a basis (real men use the ZN-28), I propose the following:
Gallente:
Double Sword - Similar to the Stag Cutlery or using lit plasma
Amarr:
A Sword and Sheild type combination - Possibly using a mace with a flux-burst that could one-hit non-proto equipment.
Caldari:
[existing Nova Knives]
Minmatar:
A cloak and No-Dachi type combination - Giving the user a deflective side and a horizontal attack
Boost your squad's points by 40%, learn to use the Squad Wheel!
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RED FARM
GOOD OL' B0YS
53
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Posted - 2014.01.11 23:14:00 -
[2] - Quote
http://planetunreal.gamespy.com/View.php?view=UTGameInfo.Detail&id=5&game=6
Anything done in Unreal can be done.
So, I say
Chainsaw
Personal would be cool too.
Public Chat: GOOD OL' B0YS
Please note the word B0YS has a zero in it.
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1334
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Posted - 2014.01.11 23:28:00 -
[3] - Quote
Amarr Combat Style: Mid to long range brawling with weapons that are capable of massive alpha damage. [Suggested Weapon] : Electron Glaive
Caldari Combat Style: Long Range Skirmishes with highly accurate weapons. [Suggested Weapon] : Nova Knife?...
Gallente Combat Style: Close quarters brawling with weapons that do massive damage. [Suggested Weapon] : Ion Mace
Minmatar Combat Style: Close to mid range skirmishing with fast weaponry. [Suggested Weapon] : Dual swords of some sort...
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
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Shadow Archeus
OSG Planetary Operations Covert Intervention
221
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Posted - 2014.01.12 00:54:00 -
[4] - Quote
But I want an axe |
Mordecai Sanguine
What The French
267
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Posted - 2014.01.12 01:31:00 -
[5] - Quote
Amarr : They are TEMPLARS ! Give them a Laser short sword. Long Range. http://img.photobucket.com/albums/v252/sabrina100/mecha/cars%20and%20weapons/Laser_Sword_by_AltNovae.jpg?t=1241843216 But yellow and shorter.
Gallente : Throwable knives. These knifes is not used to cut but to be throw. (You can't make some "special melee hit" like nova knives) They are metal melting by plasma once they are used.
Minmatarr : Axe : The edge have "small' explosive parts. Need to be reloaded between use.
Caldari : Nova Knives.
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Krom Ganesh
Holdfast Syndicate Amarr Empire
1192
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Posted - 2014.01.12 01:49:00 -
[6] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=1665511#post1665511
Krom Ganesh wrote:CCP should change how they plan to implement melee weapons. If they do intend to release racial knives, the only way for them to be really effective due to the constraints of being a knife (low reach) is to make them have high alphas... but this makes them redundant. Gallente - The Gallente are CQC experts, their melee weapon should focus on inflicting a high amount of alpha to quickly kill their target. Caldari - The Caldari are not CQC fighters by choice. They want to take out their enemies at greater ranges to minimize their own loss. Their weapon shouldn't be focusing on high alpha because that would mean they had to get through everyone else's preferred combat range to use it. Their weapon should be a support tool that lets them more easily return to their comfort zone. Minmatar - To reflect their nature, the Minmatar weapon needs to be fast, brutal, and pack a wallop. Amarr - The Amarr have a stand and deliver mentality so their weapon would focus on fighting no matter the odds. Using this understanding of racial traits, I feel the melee weapons should be as thus: Gallente - Nova Knives - The nova knives role of high alpha, low reach meshes perfectly with the Gallente. Reskin them to be more Gallente-like and they are done. The base damage may need to be decreased (with charge damage staying the same if not increased) so the Minmatar weapon can shine has the brawler's weapon while the NKs remain the assassin's choice. Caldari - Stun Baton - Rather than focusing on damage, the caldari weapon would having a stunning effect (decreased movement speed and turn speed) while also disrupting the enemy's HUD which would make chasing a fleeing stun baton user fairly difficult. This allows the Caldari to return to their preferred greater ranges. Would still be effective against a single foe by stunning and switching to a more powerful weapon or using the enemy's reduced turn speed to avoid their line of fire as you beat them to death but they would have a higher TTK than other melee weapon and be very unsuitable for killing groups of enemies. The Stun Baton would have greater reach and rate of swing than the nova knives so that it can be used to quickly hit 3 or 4 enemies in close proximity to each other and still have time to flee. Also, it should be telescoping, because that is awesome. Minmatar - Khumaak - Fortunately Minmatar lore provides the perfect weapon for them. The Khumaak was once an Amarrian ceremonial item but is quite effective as a mace, one of the most brutal weapons to ever come into existence, as Drupar Maak's master learned. The Khumaak for use in actual battle would be modified from the original relic design to be more suitable for combat while still retaining enough of its original appearance to keep its symbolic nature (but it does need a good coating of rust). The Khumaak would having a high base damage, high rate of swing, and have a bit of a knockback effect similar to the MD's to make hitting a Khumaak wielder more difficult. Amarr - Laser sword - What could be more Amarrian than a giant golden laser sword? The sword would have a fairly slow swing speed and rate of swing but would have a high base damage and a large reach. In addition, anyone hit by the sword would have a DOT armor burn. With these elements combined, the sword should be effective at making a CQC last stand that would finish off weakened enemies and make those who live limp away regretting the encounter.
Scout Roles: M-Speedy Anarchist | C-Chaos Weaver | G-Stealth Recon | A-Endurance Hunter
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Shepard favStore
Namtar Elite Gallente Federation
7
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Posted - 2014.01.12 02:19:00 -
[7] - Quote
they should also add a shields as light weapon who allow the player to use a secondary weapon while covering with the left handed shield and use one nova knife or maybe a new (short) nova sword.
shields have an armor and "shield" HP (sorry for the repeat) and works the same way as dropsuit, however when the armor HP drop to 0, the "shield" still working but the regen is slower untill it is repared. (the shield got a life bar in the HUD, the same way your life bar is still present when you're driving a vehicle).
activating the inertial dampener (the animation that prevent death from falling) with a melee weapon should transform this into a very powerful attack with a shockwave at the landing.
also a nova BLADE as light weapon should be powerful with a good range/slash.
(and maybe an Heavy melee weapon? who knows?)
COMMANDO AMARR with shield and longsword ready for the CRUSADE |
Nocturnal Soul
Immortal Retribution
1547
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Posted - 2014.01.12 04:32:00 -
[8] - Quote
How I see it. Amarr: power gloves, capable of massive alpha damage when charged... they also glow :D Minmatar scum: An axe... yup just an axe that swings fast. Caldari: idk maybe a baton that's a mix between a high alpha and fast swing. Gallente: knives qcq masters and all
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
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MINA Longstrike
2Shitz 1Giggle
203
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Posted - 2014.01.12 10:07:00 -
[9] - Quote
Gallente draw heavily from French, South Korean, and European Union nations in their ethnicity and their whole style of combat is meant to be short range and brutal - due to the heavy armor on their dropsuits I'd recommend something like a Gladius as it fits short range up close and personal violence - also good at finding joints in armor.
Minmatar draw heavily from tribal groups like Polynesians, Maori, Africans, native americans and Australian aborigines and two of the most ubiquitous weapons belonging to either group were spears or clubs. Maori people had beautiful jade clubs, and many native americans also had beautiful stone clubs, they probably had a bit of popularity amongs Africans and aborigines due to the ease with which they can be made and finally theres a lot of minmatar lore that points to their use of clubs - from the great club used by Meleatu Shakor go the Khuumak used by a slave to smash an amarran skull in a slave revolt.
The Caldari draw ethnically and culturally from the Japanese, Americans and from Russians and the nova knives work fine as a last ditch weapon.
Amarr are very Holy Roman Empire in spaaaaace and for some reason I just can't not see them using laser glaives. |
Miko Ray
DUST University Ivy League
29
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Posted - 2014.01.12 15:35:00 -
[10] - Quote
Gallente: A string of onions swung as a bolas.
Amarr: A clerical mace.
Caldari: Stubble chin.
Minmatar: Harsh words.
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Artificer Ghost
Learning Coalition College
976
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Posted - 2014.01.12 15:53:00 -
[11] - Quote
I think the Gallente melee should be power gloves. VERY short range (Shorter than Nova Knvies, because they don't lunge), but can OHK all but Heavies and most proto-suits (Unless max prof :D).
~Art, CEO and Director of Educations at Bojo's School of The Trades, Co-Founder of the Learning Coalition
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Mahal Daj
Mahal Tactical Enterprises
17
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Posted - 2014.01.18 16:30:00 -
[12] - Quote
Artificer Ghost wrote:I think the Gallente melee should be power gloves. VERY short range (Shorter than Nova Knvies, because they don't lunge), but can OHK all but Heavies and most proto-suits (Unless max prof :D).
What if instead of a 'charge' like the nova knives: the Power Gloves did constant-high-DPS in a 'right-hook' then 'left-hook' then right then left fashion when the trigger was pulled? This may need to be in similar range to the nova knives currently, but would give a very unique flavor to the charge-slash, charge-slash style and replace it with a swing-swing-swing-swing style.
If that makes sense...
Boost your squad's points by 40%, learn to use the Squad Wheel!
I provide training: 1M isk: 90 Minutes of Basic Command
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1376
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Posted - 2014.01.18 17:26:00 -
[13] - Quote
Guys! I just thought of a way for the Amarr to have a lightsaber that makes sense! The laser could be bent around a remote micro-black hole that stays positioned about 1m away from the hilt, then the laser would be directed back into the hilt and dissipated via crystals. Of course a weapon like the would use a massive amount of PG to function, but its CPU requirements would be fairly low...
It would also fit into the Amarr tech, seeing as they like to use new, highly dangerous, technology like Drop Uplinks and Antimatter Reactors.
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
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Miko Ray
DUST University Ivy League
33
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Posted - 2014.01.18 18:29:00 -
[14] - Quote
Fizzer94 wrote:Guys! I just thought of a way for the Amarr to have a lightsaber that makes sense! The laser could be bent around a remote micro-black hole that stays positioned about 1m away from the hilt, then the laser would be directed back into the hilt and dissipated via crystals. Of course a weapon like the would use a massive amount of PG to function, but its CPU requirements would be fairly low...
It would also fit into the Amarr tech, seeing as they like to use new, highly dangerous, technology like Drop Uplinks and Antimatter Reactors.
If you have a micro black hole .. I suspect you don't need a lightsaber. Great idea though.
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Mahal Daj
Mahal Tactical Enterprises
17
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Posted - 2014.01.18 18:38:00 -
[15] - Quote
Miko Ray wrote:Fizzer94 wrote:Guys! I just thought of a way for the Amarr to have a lightsaber that makes sense! The laser could be bent around a remote micro-black hole that stays positioned about 1m away from the hilt, then the laser would be directed back into the hilt and dissipated via crystals. Of course a weapon like the would use a massive amount of PG to function, but its CPU requirements would be fairly low...
It would also fit into the Amarr tech, seeing as they like to use new, highly dangerous, technology like Drop Uplinks and Antimatter Reactors. If you have a micro black hole .. I suspect you don't need a lightsaber. Great idea though.
I'll take a black hole grenade.
And I see what you're saying with the lightsaber, that would be cool.
Boost your squad's points by 40%, learn to use the Squad Wheel!
I provide training: 1M isk: 90 Minutes of Basic Command
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NINJAPIRATEROBOTZOMBIE
Fatal Absolution Covert Intervention
351
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Posted - 2014.01.19 03:17:00 -
[16] - Quote
Make Nova Stars
"Go Ninja Go Ninja Go!"
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Mahal Daj
Mahal Tactical Enterprises
30
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Posted - 2014.02.28 15:25:00 -
[17] - Quote
I want Nova Stars!
What if the Nova Knife [standard] melee attack was changed to this? essentially creating a ranged melee attack option?
OP? probably... Variant would be nice!
Boost your squad's points by 40%, learn to use the Squad Wheel!
I provide training: 1M isk: 90 Minutes of Basic Command
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3638
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Posted - 2014.02.28 16:02:00 -
[18] - Quote
I want every race to have a melee weapon they'd consider "cool", but also apropos.
Minmatar's vibe makes feel like an updated version of a kukri would be great. Try to picture it with a carbon steel look perhaps. Kukris are just generally badass, and would look great single or paired - a poison or debilitate effect would be great here too.
The Amarr's "heavy" reputation and the Templar/Empire vibe grants some nice flexibility. I'd want to avoid a chain sword or the like, because it's too close to shades of Warhammer 40k. However, I like the laser Glaive idea, and actually just long/heavy lance type weapons in general. A spear with a constant laser edge is one option. I also like the idea of a remade Chinese Fire Lance where the melee weapon might care 1 or 2 single charge of a short-range (< 5m) Pulse laser blast from the tip of the the "lance". A roman or medieval looking laser sword wouldn't be bad either.
Caldari have Nova knives, technically. I'm wondering if they'd give them a second melee weapon. They did plan on knives for everyone after all.
Gallente have a few options. However, with both the Caldari and Minmatar using "fast" weapons, the French background might make a Guisarme a sensible choice. The Guisarme is a hook-spear combo that was theoretically used to unhorse people, etc. There's potential there for a "charged" hook effect to yank players towards you from a certain distance (which befits a slower armor tank). It would be even better if the "unhorsing" effect could be used to yank people out of passing LAVs.
Dren and Templar equipment stats, wrong since release.
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Mahal Daj
Mahal Tactical Enterprises
30
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Posted - 2014.02.28 16:54:00 -
[19] - Quote
Zeylon, I like the way you have played with racial symmetry so that Min/Cal get close & fast, while Ama/Gal get wide & slow.
Currently, the Knives have a high-alpha, low dps model (because once you miss... your target runs) so it would be cool if the Kukri's had mid-alpha, mid-dps (for when you want to just keep up the heat and run through some light/med suits) Maybe on the long weapons, the melee is a swipe attack, and the charge does a straight line/burst attack as you have indicated above.
I think that all the melee weapons should have some ability to damage vehicles. I stand on top of [red] tanks all the time because I know it destroys their focus, but I would rather destroy their tank. :)
Boost your squad's points by 40%, learn to use the Squad Wheel!
I provide training: 1M isk: 90 Minutes of Basic Command
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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
398
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Posted - 2014.02.28 17:09:00 -
[20] - Quote
Exploding knuckles for minmatar. Think of brass w/ shotgun shells affixed to them.
32db Mad Bomber.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3642
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Posted - 2014.02.28 17:11:00 -
[21] - Quote
Asha Starwind wrote:Exploding knuckles for minmatar. Think of brass w/ shotgun shells affixed to them.
So... a ballistic fist.
Dren and Templar equipment stats, wrong since release.
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Sam Tektzby
Better Hide R Die
274
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Posted - 2014.02.28 17:28:00 -
[22] - Quote
First of all recheck ol-¦ concept
Support - Tactician/Support
Deteis - Orator
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killertojo42
Sardaukar Merc Guild
35
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Posted - 2014.02.28 17:32:00 -
[23] - Quote
For the amaar i'd look at the fallout new vegas weapons, there were three fist type or punching weapons, the power fist, exploding fist and energy fist ( not actual names ) but the power fist had a lever in the hand that upon hitting someone the lever would be cranked and a set of mechanical knuckles would fly forward breaking bones, the energy fist had a pressure in the knucklesthat upon hitting an oopponent caused a massive burst of energy to fly out damaging the opponent ( note it also had extra effects on allelectronics ) and the exploding fist also had a pressure plate but it was connected to an explosive chamber on the forearm that upon hitting an opponent would cause the explosive chamber to fire a charge out and hit the oopponent, any of these would work eith the amaar especially due to their raw power
When walking on the battlefield i stand alone
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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
398
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Posted - 2014.02.28 17:35:00 -
[24] - Quote
Zeylon Rho wrote:Asha Starwind wrote:Exploding knuckles for minmatar. Think of brass w/ shotgun shells affixed to them. So... a ballistic fist.
yep, and even better
32db Mad Bomber.
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killertojo42
Sardaukar Merc Guild
35
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Posted - 2014.02.28 17:38:00 -
[25] - Quote
As for minmataar I'm look at fallout new vegas again, there was a chainsaw knife called the ripper that you could add carbide ( hooked teeth ) to the chain, this fits in with the minmataar low tech but high damage reliability weapons and to their extremely high damage ppotential at close range
When walking on the battlefield i stand alone
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killertojo42
Sardaukar Merc Guild
35
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Posted - 2014.02.28 17:43:00 -
[26] - Quote
As for caldari the knives are fine, they are extremely high risk and low damage until charged up
When walking on the battlefield i stand alone
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killertojo42
Sardaukar Merc Guild
36
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Posted - 2014.03.01 06:39:00 -
[27] - Quote
For the gallente i'd give dual arm blades that have a mechanical thrust function that can be charged up
When walking on the battlefield i stand alone
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fsi c
Seykal Expeditionary Group Minmatar Republic
0
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Posted - 2014.03.20 12:02:00 -
[28] - Quote
What about a nova whip? That seems perfect. Has range but not too much. Charging it up would cause it to extend further and cause it to hit harder and it would have a long charge up time. Causing a variable in how much you could extend it and how much damage could be dealt. Like a scrambler rifle, you could hit R2 rapidly to cause a flurry of lashes. I think this would be the best. Nova knifes are fine but very situational. This weapon would have been variables and have a decent amount of distance creating the perfect compliment to any quick suit on the field. |
Korvin Lomont
United Pwnage Service RISE of LEGION
781
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Posted - 2014.03.20 12:46:00 -
[29] - Quote
Krom Ganesh wrote:https://forums.dust514.com/default.aspx?g=posts&m=1665511#post1665511Krom Ganesh wrote:CCP should change how they plan to implement melee weapons. If they do intend to release racial knives, the only way for them to be really effective due to the constraints of being a knife (low reach) is to make them have high alphas... but this makes them redundant. Gallente - The Gallente are CQC experts, their melee weapon should focus on inflicting a high amount of alpha to quickly kill their target. Caldari - The Caldari are not CQC fighters by choice. They want to take out their enemies at greater ranges to minimize their own loss. Their weapon shouldn't be focusing on high alpha because that would mean they had to get through everyone else's preferred combat range to use it. Their weapon should be a support tool that lets them more easily return to their comfort zone. Minmatar - To reflect their nature, the Minmatar weapon needs to be fast, brutal, and pack a wallop. Amarr - The Amarr have a stand and deliver mentality so their weapon would focus on fighting no matter the odds. Using this understanding of racial traits, I feel the melee weapons should be as thus: Gallente - Nova Knives - The nova knives role of high alpha, low reach meshes perfectly with the Gallente. Reskin them to be more Gallente-like and they are done. The base damage may need to be decreased (with charge damage staying the same if not increased) so the Minmatar weapon can shine has the brawler's weapon while the NKs remain the assassin's choice. Caldari - Stun Baton - Rather than focusing on damage, the caldari weapon would having a stunning effect (decreased movement speed and turn speed) while also disrupting the enemy's HUD which would make chasing a fleeing stun baton user fairly difficult. This allows the Caldari to return to their preferred greater ranges. Would still be effective against a single foe by stunning and switching to a more powerful weapon or using the enemy's reduced turn speed to avoid their line of fire as you beat them to death but they would have a higher TTK than other melee weapon and be very unsuitable for killing groups of enemies. The Stun Baton would have greater reach and rate of swing than the nova knives so that it can be used to quickly hit 3 or 4 enemies in close proximity to each other and still have time to flee. Also, it should be telescoping, because that is awesome. Minmatar - Khumaak - Fortunately Minmatar lore provides the perfect weapon for them. The Khumaak was once an Amarrian ceremonial item but is quite effective as a mace, one of the most brutal weapons to ever come into existence, as Drupar Maak's master learned. The Khumaak for use in actual battle would be modified from the original relic design to be more suitable for combat while still retaining enough of its original appearance to keep its symbolic nature (but it does need a good coating of rust). The Khumaak would having a high base damage, high rate of swing, and have a bit of a knockback effect similar to the MD's to make hitting a Khumaak wielder more difficult. Amarr - Laser sword - What could be more Amarrian than a giant golden laser sword? The sword would have a fairly slow swing speed and rate of swing but would have a high base damage and a large reach. In addition, anyone hit by the sword would have a DOT armor burn. With these elements combined, the sword should be effective at making a CQC last stand that would finish off weakened enemies and make those who live limp away regretting the encounter.
I...actually like this quite a lot +1
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