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Krom Ganesh
Holdfast Syndicate Amarr Empire
267
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Posted - 2013.09.20 15:14:00 -
[1] - Quote
I like the idea of the Minmatar melee weapon being a Rusty Pipe (war club). Imagine a squad of them running around as pack bashing everything in their way. Would be hilariously awesome.
As for stats, Same as Nova Knives No charge attack Higher swing rate Add a stagger effect to mess with the aim of the person getting hit (you are getting bludgeoned after all) |
Krom Ganesh
Holdfast Syndicate Amarr Empire
555
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Posted - 2013.11.05 15:54:00 -
[2] - Quote
Krom Ganesh wrote:I like the idea of the Minmatar melee weapon being a Rusty Pipe (war club). Imagine a squad of them running around as pack bashing everything in their way. Would be hilariously awesome.
As for stats, Same as Nova Knives No charge attack Higher swing rate Add a stagger effect to mess with the aim of the person getting hit (you are getting bludgeoned after all)
You know you want it. It worked so well in half-life! |
Krom Ganesh
Holdfast Syndicate Amarr Empire
580
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Posted - 2013.11.07 17:40:00 -
[3] - Quote
After looking at Minmatar history on Evelopedia, I think instead of the war club I suggested, it should be a Khumaak. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
1011
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Posted - 2013.12.30 02:17:00 -
[4] - Quote
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. There 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
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. The Stun Baton would have greater reach and rate of swing than the nova knives.
Minmatar - Khumaak - Fortunately Minmatar lore provides the perfect weapon for them. The Khumaak was once an Amarrian ceremonial item but is quite effect as a mace, one of the most brutal weapons to ever come into existence. 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. 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 make finish off weakened enemies and make those who live limp away regretting the encounter.
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Krom Ganesh
Holdfast Syndicate Amarr Empire
1013
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Posted - 2013.12.30 11:00:00 -
[5] - Quote
Nocturnal Soul wrote:Yea no, the minmatar shall not have a staff for a cqc weapon. How about we just give them a war axe. And I also really want brass knuckles for the amarr. Just imagine glowing fist of light heading right for your skull. It has a charge ability allowing high alpha damage but the light gives away your position.
A three foot rod topped with a spiked eye hardly counts as a staff. While I really don't care what the design of the Min weapon is, I do want it to be a brawler's weapon since that is what would best fit the Minmatar. However, the Khumaak offers an excellent chance to inject more Eve lore into Dust (which Dust is sorely lacking at the moment).
While I admit the idea of a glowing fist weapon for the Amarr sounds incredibly cool (I even suggest it a while back), how is it any different in functionality from the Nova Knives? They would both be very short range weapons that feature charge attacks. Should all melee weapons function exactly the same with the only difference being aesthetics?
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