Author Topic: Dev Log #51: New Weapon Types  (Read 26844 times)

UnLimiTeD

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Re: Dev Log #51: New Weapon Types
« Reply #15 on: February 23, 2017, 05:54:11 pm »
 :o
I did NOT expect that. As Altos already said, you hinted at it being mechanically difficult to implement new weapon types, what with having to do 2Ds of models and variations with the new weapons and what not. Not that a shotgun looking like an AR would have been that much of a problem.
So... what did you change to make this possible? Or was it all painstakingly handcrafted?
I mean, you even have full animations for those. Colour me impressed.

One question you might not want to answer yet :P : Will 12 Gauge have it's own unique Ammo type, as well? Edit: As in, HE, Shock, etc., it obviously has it's unique calibre, already.
« Last Edit: March 02, 2017, 10:52:13 am by UnLimiTeD »
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TΛPETRVE

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Re: Dev Log #51: New Weapon Types
« Reply #16 on: February 25, 2017, 11:36:53 pm »
Awesome! Can't wait for the good shite to drop 8) .
But the problem is, indeed, it zlots at Vlurxtrznbnaxl.

Arclight

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Re: Dev Log #51: New Weapon Types
« Reply #17 on: February 26, 2017, 04:07:55 pm »
A couple of thoughts

- Will there be blueprints and parts to make shotguns, machetes, and spears?

- If you can make a machete, will you be able to use super steel? (I have a serrated super steel knife that is awesome...)


LightningMonk

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Re: Dev Log #51: New Weapon Types
« Reply #18 on: February 26, 2017, 08:41:33 pm »
I'm happy to see more variety in melee category. I assume they're placement will be somewhere above metal gloves and below sledges. Are their AP values dependent on Dex? Do these weapons have a longer reach than ones already in the game?

hilf

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Re: Dev Log #51: New Weapon Types
« Reply #19 on: February 26, 2017, 09:51:37 pm »
Are their AP values dependent on Dex?
Light weapons need no STR so most likely no.

Styg

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Re: Dev Log #51: New Weapon Types
« Reply #20 on: March 01, 2017, 09:02:25 pm »
A couple of thoughts

- Will there be blueprints and parts to make shotguns, machetes, and spears?

- If you can make a machete, will you be able to use super steel? (I have a serrated super steel knife that is awesome...)

Yes and yes.

Styg

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Re: Dev Log #51: New Weapon Types
« Reply #21 on: March 01, 2017, 09:06:02 pm »
I'm happy to see more variety in melee category. I assume they're placement will be somewhere above metal gloves and below sledges. Are their AP values dependent on Dex? Do these weapons have a longer reach than ones already in the game?

As said in the dev log, these new melee weapons will occupy their own little niches.

Their AP values are not modified by dexterity. The weapons have the same reach as other melee weapons. We experimented a bit with increasing the range for spears but that did not work out satisfactory.

drealmer7

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Re: Dev Log #51: New Weapon Types
« Reply #22 on: March 02, 2017, 06:00:42 am »
We experimented a bit with increasing the range for spears but that did not work out satisfactory.
maybe something you could do to simulate the benefit spears might have is, instead of increase the range, simply decrease the to-hit chance of enemies attacking you if you have a spear equipped ?

MirddinEmris

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Re: Dev Log #51: New Weapon Types
« Reply #23 on: March 02, 2017, 06:17:53 am »
Quote
We experimented a bit with increasing the range for spears but that did not work out satisfactory.

Such a pity. Otherwise traps + spear would be a perfect combination.

Styg

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Re: Dev Log #51: New Weapon Types
« Reply #24 on: March 02, 2017, 08:09:12 am »
We experimented a bit with increasing the range for spears but that did not work out satisfactory.
maybe something you could do to simulate the benefit spears might have is, instead of increase the range, simply decrease the to-hit chance of enemies attacking you if you have a spear equipped ?
I like my solution better (look at the on hit effect of spears).

UnLimiTeD

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Re: Dev Log #51: New Weapon Types
« Reply #25 on: March 02, 2017, 10:55:29 am »
Well, higher range would have certainly helped with those cases where the PC can be attacked, but not hit back due to himself apparently being out of range.
So, given that spears are thrust weapons, can we use a pneumatic component?  ;D
And I assume shotguns will be completely blocked by shields?  .... that might be a niche for special crafted ammo.
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destroyor

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Re: Dev Log #51: New Weapon Types
« Reply #26 on: March 04, 2017, 12:10:32 am »
I think it's too early at this point to make any judgement on the new weapons. We'll see if they are any good once the related feats are out.

I get that if the new weapons are too powerful you'll get power creep, but if they are no good there's no point in using any of them. This is a very hard and fine line and it'll be interesting to see what Styg is going to do.

sqeecoo

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Re: Dev Log #51: New Weapon Types
« Reply #27 on: March 07, 2017, 12:55:42 pm »
This looks great, I'm already considering a shotgun-sniper combo :) Will energy weapons be getting any love? An energy rifle maybe, or more viability for the chemical stuff? In any case, I'm now looking forward to the expansion even more!

Fjodik

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Re: Dev Log #51: New Weapon Types
« Reply #28 on: April 04, 2017, 03:11:14 pm »
Hey Styg, can we expect a new dev blog update in April? I simply can not wait for more info :-)

Styg

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Re: Dev Log #51: New Weapon Types
« Reply #29 on: April 06, 2017, 09:49:20 am »
Hey Styg, can we expect a new dev blog update in April? I simply can not wait for more info :-)
Yeah, probably. And it's gonna have some major stuff.