Weapon types

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Demrius
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Weapon types

When I first played COX was in 2007 and I wanted a melee hero , I was never good with stuff like buffs and debuffs so I tended to stay away from classes like those , but I really enjoyed having a sword and shield so I made an African/voodoo swordsman , what I want to know is can I recreate that? What weapons will you like to see?

--Formerly Jorortis--

Note: Jorortis is still a character of mine and is still going to be in the super group, not Demirus, at least not yet...

desviper
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Obvious ones: rifle, pistol/s

Obvious ones: rifle, pistol/s, bow, broadsword, katana, claws, and spines.

Other ones: beam rifle, double-edged sword, twin (double-edged) swords, mace, ball and chain, chains (weapon?), extra arms ( doc oc, recluse) (weapon?), crossbow (maybe a bow weapon option), wrist bow (same with crossbow)(maybe part of another set),staff, bladed staff, anime-like super weapons, and nunchaku.

Defense: shield, sword defense powerset, [maybe similar for some other sets], and small shield (style wise small Viking shields work much differently than Spartan shields, maybe they deserve a different set with different benefits)

And please have a wrist cannon powerset

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I really liked the spines

I really liked the spines attacks as well...It would be cool if they had a morphing like power set that let you make parts of your body into the weapon.

--Formerly Jorortis--

Note: Jorortis is still a character of mine and is still going to be in the super group, not Demirus, at least not yet...

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Bear in mind with ascetic

Bear in mind with ascetic decoupling; weapons won't be the power, they will be the animation. Your gun may well shoot bullets, lasers, fire, etc.

That being said, Whips (chain, leather, fire, tentacle, etc.) and Daggers would be great early on. In the far off land of Maybe Someday, some kind of shoulder mounted cannon would be sweet.

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desviper wrote:
desviper wrote:

And please have a wrist cannon powerset

I thought they were going to do their best to make "power customization" a priority so that animations for powersets aren't baked-in to specific powers.

Basically what I'm saying is that instead of a dedicated "wrist cannon" powerset I think we're going to have the option to have ranged powers that we can have emnate from our hands/wrists and then have the option to wear whatever gloves/bracers we want. Hopefully that means we can make those "ranged powers" look like (for example) gun-blasts and come from gloves/bracers that look like gun barrels or the like.

Obviously the key for this to work will be to have as many customization options as possible.

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Works for me :p

Works for me :p

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The only REAL problem I had

The only REAL problem I had with Coh and co was with my civilian costume , sometimes I like for my medieval one handed axe to turn into something more realistic when i am a civilian.

--Formerly Jorortis--

Note: Jorortis is still a character of mine and is still going to be in the super group, not Demirus, at least not yet...

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Jorortis wrote:
Jorortis wrote:

The only REAL problem I had with Coh and co was with my civilian costume , sometimes I like for my medieval one handed axe to turn into something more realistic when i am a civilian.

So now we have people suggesting "weapon change emotes" to match our "costume change emotes"? ;)

I could see where it might be cool to have a weapon morph back-n-forth into a walking cane or the like to disguise it in your civilian personna.

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Jorortis wrote:
Jorortis wrote:

The only REAL problem I had with Coh and co was with my civilian costume , sometimes I like for my medieval one handed axe to turn into something more realistic when i am a civilian.

When weapon customization rolled around, maces could be bats, wrenches, clubs and such.

What bugged me was that the same sound effects were used. My bat made a scratching noise a spiked mace made rather then the thud of a bat. And such issues I hope CoT solves.

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Jorortis wrote:
Jorortis wrote:

The only REAL problem I had with Coh and co was with my civilian costume , sometimes I like for my medieval one handed axe to turn into something more realistic when i am a civilian.

Like the fireman's axe? ;)

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Battle Axe was another set.

Battle Axe was another set.

There's another one for CoT, Axes. Maybe one set "Battle Axe" or three sets, "light axe", which is more like the CoH version with one-handed attacks; "Heavy Axe", a two-handed version maybe with slower recharge time and higher damage; and "Twin Axes", two light axes (this could maybe simply be part of the duel swords/weapons set).

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scythe please :)

scythe please :)

Id also like a book that has a reading it and the power emanating from thin air in front of the character effect.

Lastly a power animation where it looks like the character builds some object (mechanical or magic theme ect) and throws it.

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On the note of scythe, how

On the note of scythe, how about Kamas and Kamas with chains.

Maybe scythe could be in the (bladed) staff category, and Kamas in the twin sword/weapon.

Also, I do hope there's the option of having each attack have a separate weapon. Take assault rifle for example, it'd be nice to have a weapon master toon that pulls out a flamethrower for the flamethrower attack(s), sniper rifle for that, minigun for full auto, a shotgun for buckshot and beanbag, and a grenade launcher for M30s.

It'd also be nice for any Splashes to all have different weapons.

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desviper wrote:
desviper wrote:

Also, I do hope there's the option of having each attack have a separate weapon. Take assault rifle for example, it'd be nice to have a weapon master toon that pulls out a flamethrower for the flamethrower attack(s), sniper rifle for that, minigun for full auto, a shotgun for buckshot and beanbag, and a grenade launcher for M30s.

Does each gun type just pop into my hand as a cycle through my powers? Or do I go through the draw animation each time as I cycle? Honestly both options are lacking to me.

This would really depend on how re-draw is handled. Now, I know there were many CoXers who would not play a "weapon" character because of how re-draw was handled. There is certainly room for improvement, such as not putting away your gun or sword because you want to use a kick for instance.

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syntaxerror37 wrote:
syntaxerror37 wrote:

desviper wrote:
Also, I do hope there's the option of having each attack have a separate weapon. Take assault rifle for example, it'd be nice to have a weapon master toon that pulls out a flamethrower for the flamethrower attack(s), sniper rifle for that, minigun for full auto, a shotgun for buckshot and beanbag, and a grenade launcher for M30s.

Does each gun type just pop into my hand as a cycle through my powers? Or do I go through the draw animation each time as I cycle? Honestly both options are lacking to me.
This would really depend on how re-draw is handled. Now, I know there were many CoXers who would not play a "weapon" character because of how re-draw was handled. There is certainly room for improvement, such as not putting away your gun or sword because you want to use a kick for instance.

I'd have to think the differences between the graphics engine used in CoH (which was probably approaching 10+ years old by the time CoH was shutdown) and UE4 will be significant with respect to how things like weapon-redraw will be handled. Until we know for sure I'd suspect there will be noticeable improvements for this kind of thing in CoT.

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Lothic wrote:
Lothic wrote:

I'd have to think the differences between the graphics engine used in CoH (which was probably approaching 10+ years old by the time CoH was shutdown) and UE4 will be significant with respect to how things like weapon-redraw will be handled. Until we know for sure I'd suspect there will be noticeable improvements for this kind of thing in CoT.

I think it is more than just the capabilities of the graphics engine. For instance in CoH, if you used Brawl when the AR was drawn you would just swing with your off hand. if you used Boxing from the fighting pool, which was the same animation as Brawl, the AR would poof and you'd have to re-drawl. Clearly the engine could handle me throwing a punch while holding my rifle in the other hand.

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syntaxerror37 wrote:
syntaxerror37 wrote:

Lothic wrote:
I'd have to think the differences between the graphics engine used in CoH (which was probably approaching 10+ years old by the time CoH was shutdown) and UE4 will be significant with respect to how things like weapon-redraw will be handled. Until we know for sure I'd suspect there will be noticeable improvements for this kind of thing in CoT.

I think it is more than just the capabilities of the graphics engine. For instance in CoH, if you used Brawl when the AR was drawn you would just swing with your off hand. if you used Boxing from the fighting pool, which was the same animation as Brawl, the AR would poof and you'd have to re-drawl. Clearly the engine could handle me throwing a punch while holding my rifle in the other hand.

The weapon redraw issues in CoH had to do with either poor power coordinations and/or animation limitations which might have at least indirectly had something to do with graphics engine limitations that wouldn't allow them to easily "fix" long standing issues like that. Remember there were plenty of obvious bugs that the CoH Devs knew about for years but still couldn't fix because of the ancient "rats nest" coding that made tinkering with certain things almost impossible for them.

At any rate I'd agree CoT has the opportunity to make this better and for what it’s worth the clean, new graphics engine should not be useable as an "excuse" for these problems to continue.

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syntaxerror37 wrote:
syntaxerror37 wrote:

I think it is more than just the capabilities of the graphics engine. For instance in CoH, if you used Brawl when the AR was drawn you would just swing with your off hand. if you used Boxing from the fighting pool, which was the same animation as Brawl, the AR would poof and you'd have to re-drawl. Clearly the engine could handle me throwing a punch while holding my rifle in the other hand.

I'd like to suggest an animation set (possibly several, so it may be well after launch before they all got done, if adopted) where people using weapons for their ranged attacks use those weapons for their melee attacks. Someone wielding dual pistols strikes someone with the butt of one or both of the pistols. Someone using a rifle uses bayonet moves (buttstroke, jab, etc.) Someone with a fancy bow might not want to use it as a melee weapon, they could punch with their free hand or maybe jab with an arrow. A witch using a staff to cast ranged spells might fall back on her bo training...

This would be very good for the Assault class/specs if/when they get released.

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Foradain wrote:
Foradain wrote:

I'd like to suggest an animation set (possibly several, so it may be well after launch before they all got done, if adopted) where people using weapons for their ranged attacks use those weapons for their melee attacks. Someone wielding dual pistols strikes someone with the butt of one or both of the pistols. Someone using a rifle uses bayonet moves (buttstroke, jab, etc.) Someone with a fancy bow might not want to use it as a melee weapon, they could punch with their free hand or maybe jab with an arrow. A witch using a staff to cast ranged spells might fall back on her bo training...
This would be very good for the Assault class/specs if/when they get released.

This is an interesting idea. I could see how you could give any kind of "hand held item" both a ranged animation component and a melee animation component. This would let people have full freedom to use items in what might be considered "non-traditional" ways. For example most of the time people would use a pistol as a ranged weapon but the melee option would let it be used to pistol-whip someone. Conversely most people use a sword as strictly a melee weapon but the ranged option would let people throw one (like the Jedi/Sith sometimes do in the Star Wars movies).

The real problem with this wouldn't be the animations but how you'd construct the power to work like that. They might have to have like a manual "secondary attack option" that would let a player choose which way they wanted to use the item (melee or ranged). Things like this could get pretty complicated depending on how much freedom they wanted to allow.

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Lothic wrote:
Lothic wrote:

The real problem with this wouldn't be the animations but how you'd construct the power to work like that. They might have to have like a manual "secondary attack option" that would let a player choose which way they wanted to use the item (melee or ranged). Things like this could get pretty complicated depending on how much freedom they wanted to allow.

I was thinking of this for the Assault specs, that would presumable have both ranged and melee powers, or for those ranged characters that also take a back-up melee power from the minor powers.

OTOH, if they can work out a way to do it for a ranged power, having a different animation if the target is in melee range would be great also. But it would be, as you said, pretty complicated.

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Lothic wrote:
Lothic wrote:

syntaxerror37 wrote:
Lothic wrote:
I'd have to think the differences between the graphics engine used in CoH (which was probably approaching 10+ years old by the time CoH was shutdown) and UE4 will be significant with respect to how things like weapon-redraw will be handled. Until we know for sure I'd suspect there will be noticeable improvements for this kind of thing in CoT.

I think it is more than just the capabilities of the graphics engine. For instance in CoH, if you used Brawl when the AR was drawn you would just swing with your off hand. if you used Boxing from the fighting pool, which was the same animation as Brawl, the AR would poof and you'd have to re-drawl. Clearly the engine could handle me throwing a punch while holding my rifle in the other hand.

The weapon redraw issues in CoH had to do with either poor power coordinations and/or animation limitations which might have at least indirectly had something to do with graphics engine limitations that wouldn't allow them to easily "fix" long standing issues like that. Remember there were plenty of obvious bugs that the CoH Devs knew about for years but still couldn't fix because of the ancient "rats nest" coding that made tinkering with certain things almost impossible for them.
At any rate I'd agree CoT has the opportunity to make this better and for what it’s worth the clean, new graphics engine should not be useable as an "excuse" for these problems to continue.

As far as a weaponmaster multi-gun person, there could be two [three] answers I can think of off the top of my head, these also respond to other redraw instances:
1: *deal with it* you took an RP role of someone who actually does have to go through the work of drawing many weapons (or just two, AR and sniper or whatever still) and can suffer the actual redraw penalty of it.
2: This one is a bit more work on the animation team, but having the draw+attack animation equal the same time as the attack animation (i.e., quicken the attack part). This equalizes the draw effect.
[3: have him hold all weapons at the same time, this is a bit silly, but it's not super insane to have a hero hold an AR in one hand and a sniper/shotgun in the other (with a wrist flamethrower or whatever)]

As far as weapon + animations, and this is WAY more work on the animation team, you could tailor all melee (and other) attacks to have an appropriate or even cool weapon + alternative, consider the following:
> I'm a Partisan or sentinel ( Corr or Defend) (or Master) with AR and a non-weapon support (say empathy), but I also have some splashes of fire melee in there. My fire punch could be tailored to a fiery rifle butt, a fire sword could be a fiery bayonet. As for Empathy, It could clumsily (or smoothly) be cast with my weapon out, or even come out of my weapon (healing from the gun, what a symbol)
>I'm a Gladiator or Bulwark (Scarp or Tank), I have a sword and ice armour, but I also have some Ice ranged and melee. The ice ranged could come out of my sword and an other melee could become part of the sword.
>Back to Partisan or Sentinel (maybe Director and Master too): I have Archery and whatever else, the whatever could be special arrows (e.g. ice hold arrows, melt armour arrows, blinding light arrows, etc.)

Note: I still promote a "Trick Arrows" powerset, it's a great compliment to archery.

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And the approximately 2.48

Yes, specifically the variant that has an appendage turn into a gun or cannon.

And the approximately 2.48 billion variations that exist in anime and comic books. 'cause I'm inclusive like that.

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I really like the idea of the

I really like the idea of the daggers.

That could go really far with versatility and animations and could be put under either a ranged type or a melee type.

If the animations can be put down correctly, this would be one cool stalker type melee power set.

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syntaxerror37 wrote:
syntaxerror37 wrote:

That being said, Whips (chain, leather, fire, tentacle, etc.)

Yes, please!!1

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Daggers would be great early on.

Oh I'll need a pair of those for my main... if I can add a frost effect all the better.

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I'm surprised no one has

I'm surprised no one has requested flaming sword-chucks XD

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As others have said, I would

As others have said, I would love to see an animation that made your body the weapon....hand becomes a cannon, sword or club for example. There are so many body weapon characters in comics it warrants inclusion (sandman, New Blue beetle, Carnage, plasticman and so forth....that said....man I would NOT want to be the one assigned that task for animating.
I would also like to see a large cross over of animation styles in powers. To use CoX powers as an example, you have Ice blast with its animation and empathy with animations that are of the same vein.

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I paid for Fashionista, which

I paid for Fashionista, which, due to the accumulation of different perks below it, entitles me to (I believe) three "signature weapon/object" thingies ("Lethal Weapon" and "Double Trouble" are both below Fashionista, and Fashionista itself has one in it). If you go back and reread the Kickstarter comments (and you don't have to) I talked about making one of my perk items a pair of, wait for it...

wrist blasters

They said it would count as one item assuming the left hand's thing is a mirror image of the right's.

I was thinking of them being more like bracers than wristwatches, in other words, not strictly just on the bend of the wrist, like the Nega Bands, but more of a Space Ghost type thing that takes up a larger part of the forearm.

Also, if there isn't at least one jetpack option available from the get-go, I'm making them do that if I can, because WOW did they make us wait WAY too long for jetpacks in CoH. The Sky Raiders had two different types of back-mounted packs on day 1, but we couldn't truly have jetpacks as costume pieces until the Mecha Armor sets came out (I'm not counting the tech wings, because those were wings, not the same thing, and the rocket boots, though nice, were also not the same thing).

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I made this same post in

I made this same post in another forum because I'm new to this site and just learning my way around. I decided it fit here better.

I'm really looking forward to playing this game. I really miss COH, but one thing I always wanted and never could get from COH was nunchaku. They're like my thing man. And there is no MMO that has them. No Not One. I've looked into it. Please let nunchaku be in this game. Honestly I'm totaly going to play with or without them but it would make me sooooo happy if you put them in. I have characters that use them and I always have to use something else or fight bare handed. I'd love to finally see my visions realized.

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I want an anchor skin for a

I want an anchor skin for a two handed weapon animation.

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I hope we get soometing along

I hope we get soometing along the lines of a titan weapons set it would be great for a viking like character.

--Formerly Jorortis--

Note: Jorortis is still a character of mine and is still going to be in the super group, not Demirus, at least not yet...

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I mentioned this in the

I mentioned this in the costumes thread, but I'd like to see umbrellas and parasols usable as emitters for attacks, buffs, or whatever.

Also, sword canes where your pawn actually pulls the sword out of the cane when entering combat.

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Esorono wrote:
Esorono wrote:

I want an anchor skin for a two handed weapon animation.

Because Nautilus is a badass role-model. Before he got nerfed, at any rate...

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List of premodern combat

List of premodern combat weapons

I especially request realistic warhammers, polearms and spears/javelins.

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three ideas, minor, but worth

Three A few ideas. All of them minor, but worth a few seconds of thought at the least.

A sort of blade master would be impressive, using everything from knives to swords, maybe a kunai and rope to pull targets. Basically a bladed ninja melee. I think it could function well with people who're pushing for teleport abilities. (Or just Stealthy badasses in general)

Elemental Weapon melee, allowing you to enchant a weapon with your element of choice required for the situation. Like the melee version of CoH's Dual Gun powerset allowed for changing ammo on the fly.

And perhaps a whip powerset, where it could function as a short to mid range set that emphasizes less on high dmg and crits and more on crowd control, like stuns, "disarm" (temp standard punch only), and knock back/pulls on individual mobs.

Also, nunchuks. Because dude. Nunchucks. Fast dmg chipping away at a target, perhaps with a small 2% stun chance buildup for each move used in a quick succession for a dmg combo. Bruce Lee would be proud.

Oh! Oh! And maybe a Bio Weapon powerset for the people who want to see their bodies function as an unstoppable machine, turning their arms into giant organic cleavers, warhammers, maces, etc. maybe a tendril like ability that can help you hookshot your way into a crowd seconds before you let loose with some wild looking AoE. can see plenty of villains and anti-heroes having fun with that. I'd be great to use attacks that can be varied from slashing, piercing, smashing and even maybe minor toxic damage.

Most importantly to myself, I just want Street Justice back, fighting dirty is way more fun than it should be.

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With the weapon "powersets",

With the weapon "powersets", keep Aesthetic Decoupling in mind. The Devs plan to allow powers to have many points of origin. For example, a magic bolt may exit a hand, forehead, shoulder, gun, sword, nunchuck, knee, eye, etc, etc. "Fire Sword" and "Fire Melee" needn't be different. Apparently "Fire Blast", "Electric Blast", "Earthen Blast", and "Wind Blast" (and more) may be cleverly combined into one set: Burning Blast for example.

And this is brilliant, because it makes far fewer "sets" for the Devs to create and assemble, but allows, on the face of it, the players to have many "sets" to choose from.

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Darth Fez wrote:
Darth Fez wrote:

Unreal Engine 4.5 has been released, which includes this little tidbit:
"ANIMATION RETARGETING SYSTEM
The new Animation Retargeting System allows you to convert animations between different skeletons using the humanoid rig! Once you have set this up, you’ll be able to convert animations between any skeleton that uses the same rig."
Is this awesome news for developing different animation sets or does this retargeting system not help in that manner?

Cross-thread quoting, but maybe this will help with some of the things that have been brought up? Like Darth, I'm not sure I understand exactly what it means, but it looks like it may well apply.

To me, part of the answer seems to be to make sure the "sets" aren't too specific. Not whip or sword sets, but two-handed, one-handed, dual wield, flexible weapon (maybe this would be a ranged/melee hybrid), etc.

They've talked a lot about this, and I don't know if this could be feasible, but if you took, say, one handed and used a sword, and then took a tertiary power set "burning blast", could you blast fire from your sword with emanation points?

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I presume we will choose

I presume we will choose animations for each power set, although it would certainly be cool if a tertiary power set could match the animation of the primary or secondary power set. That would help considerably with staying true to concept. I did love me some laser eye beams, but they were certainly an odd duck on my dark melee scrapper.

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Among the guns I really want

Among the guns I really want to see a few rotary assault weapons, my favorite example being the assault rifle from Deep Rising, but also Nerf Mavericks and gatling cannons.

I really like the idea mentioned earlier about reading a book as a power emanator.

Regarding the redraw issue, at least if you're only using one weapon for most things, I'd like to look to the Aura UI in CO. Imagine if instead of (or in addition to) placing an aura in and always on or combat only slot, you could do the same with your gun or sword.

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Has anyone suggested music

Has anyone suggested music instruments as weapons?

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Darth Fez wrote:
Darth Fez wrote:

I did love me some laser eye beams, but they were certainly an odd duck on my dark melee scrapper.

Same trouble for me, cept my melee set was spines, made even less sense even with the RPing angel part, angels don't have beams of smiting?! Well, mine didn't. :( I skipped it...

On to something different, but related. I really hope they just have a weapon category for your costume set, this lets you put whatever weapons your character wants to use ON YOU. :D They're holstered/sheathed/snuffed(Purely flame swords.) properly, etc. When you're picking attacks, those weapons are ENTIRELY irrelevent to your damage or attack type, you're doing hot ranged damage and want to slice at the enemy's or jab and make a volley of projectile flame darts, whatever. Zelda did it 1986(7 for US), and everyone loved that. Same solution here, why do you have a sword that shoots fire, but never cut people with it? Who says I don't, I assign my brawl to flat-side smack people in the face with it!

Sorry, got rambly there, not much sleep. If we can pick our weapons first, or leave it blank, then pick emination points for powers that wound be awesome.

I'm not sure how they could really fix the whole throwing your melee weapon thing, except that no one who knows how to use a sword, would EVER chuck it at the enemy. Unless they had a second Sword....

As for my CoT Weapon-mas list:
I want empty animations, just because I'm doing telekinesis does not mean I want to see purple or yellow or chartreuse (Though I do, apparently, like that color...) I just want to see someone go flying into the air, or into a trachcan, or bounce in the air.

We need, wrist mounted objects that 'redraw' by popping out of predefined sections of character armor, this is sort of like body morphing.

I want leg mounted Missile Launchers and an option to have emination points be "All", so that when I make an ammo-chewing notgundamheavyarms character, I can do that...

I would also like energy swords that do not look like a florescent light bulb strapped into a lightsaber hilt, with car antenna and bolts hold it together... (See Champions Online... Sad...)

Also, it would be nice if we could use the model and not the skin. EI, pull out a Katana that's entirely transparent, all you see if the aura glow like it's made of energy, or a gap in space-time that 'seems' solid and hurts, but it hurts cause it does some funny quantum destabilizing physics burn.

I also think the option to have custom draw animations, like I said with the weapons you pick in costume being tied to the power animation selection screen and emination screen, you can draw the weapon from your sheath, or you do a hand wavey magic thingy and poof it into your hand, form it out of a burst of light, etc.

Oh! and let us pick as many weapons to strap into as many logical places as possible, even illogical places! EXcept that stuff the pulled on Bayonetta... I don't know who thought putting guns on heals was a good idea... I want to see people be armed to the teeth!

Maybe even with bullets FOR teeth... Okay... nevermind, I think I'm done... >.>

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Gatling pistols. Preferably

Gatling pistols. Preferably with a tri-barrel option. If you can tell that it uses an open cylinder like a Dardick, so much the better. ^_^

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or a sword that splits into

or a sword that splits into even sections and is used like a whip?

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Pole-arms are probably the

Pole-arms are probably the most under-represented weapons in gaming. Would love a halberd animation set.

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Izzy wrote:
Izzy wrote:

or a sword that splits into even sections and is used like a whip?

+100!

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Has anyone suggested music instruments as weapons?

You mean ... AXE melee?


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Yes it could be used both as

Yes it could be used both as a melee attack and as the focus for sonic attacks
other instruments could also be included. I picture a flute as more of a controller type weapon and harps trumpets or drums would suit some defender types.

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Redlynne wrote:
Redlynne wrote:

TheMightyPaladin wrote:
Has anyone suggested music instruments as weapons?

You mean ... AXE melee?

NEED!

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While it's not really

While it's not really suitable for a player, I would like to see a villain who fights us by playing a magical pipe organ. He would need a force field.

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Dont Need! WANT! ;D

Dont Need!

WANT! ;D

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whips
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I know I've said this before

I know I've said this before but Nunchaku, Nunchaku Nunchaku
https://www.youtube.com/watch?v=EaPyXg3eNe8

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Bladed bows and folding
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These two are a bit of a

These two are a bit of a stretch, but I always wanted to see bladed tonfas and flails.

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Esorono wrote:
Esorono wrote:

These two are a bit of a stretch, but I always wanted to see bladed tonfas and flails.

I can't see why they would be a stretch. If Soulcalibur can do it why can't we?
Nunchaku!

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Tonfas would require a new

Tonfas would require a new animation to hold them, and chain animations are a pain.

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They might be a pain to do,

They might be a pain to do, but you only have to do it once and it's done, I mean how many different animations are they going to need even? One for each power in the set. and a few for carrying it around.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

One for each power in the set. and a few for carrying it around.

Um ... it's a LOT MORE than that ...


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so what else? I'm really

so what else? I'm really asking because I totally don't know

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Watch RWBY! Draw inspiration

Watch RWBY! Draw inspiration from it!

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

so what else? I'm really asking because I totally don't know

1 animation for every power in a set with left handed based single handed use.
1 animation for every power in a set with right handed based single handed use.
1 animation for every power in a set with 1 nunchaku passing between both hands.
1 animation for every power in a set for dual wielding nunchaku.
Idle animations for each.
Carrying animations for each type of movement power.
Combat animations for attack powers used with movement powers.
Animations for putting away, retrieval of weapon from location.
Also part of every animation - the hit effects on target.

To cut down on resource expense, going with single handed use, with only one side (let's just say right handed use only for example purposes here), setting aside left-handed, both hands, and dual wielding animations. There are still a lot more animations than just 1 for every single power.

And if we really want to be fancy, instead of just going with the "free style" of use (which has little in the way of actual usefulness in fighting, it sure looks cool), actually applying the multiple fighting styles of which there are 3 main branches to pull from for inspiration. Much in the same way players have requested various forms of fighting styles for powers / animations already, if we were to invest time into creating fighting style animation suites for hand-to-hand, it would be remiss of us to not do so for weapon styles as well. And this is in no way a promise of anything to come.

Now creating the actual animations becomes even a bit trickier. The chain has to be animated in a way that it doesn't look silly like passing through itself on a regular basis. A tricky bit will be making sure the handles don't pass through the avatar so animations can be done like the shoulder slap or waist slap (for the recoil off the body if some correct animations were to be applied), but also any clothing, tails, wings, etc...The easy thing to do is to have the handles check for collision which is an easy thing to set up, but then when the animations would play out against a target, the collision would be detected which could end up with some not so complete animations as a result (really tough to say as this would need to be tested in multiple scenarios) - due to the fact that the entire structure isn't solid but has the dang chain / rope / cord that could end up doing funny things with collision detection on the handles. Not using collision detection will result in some clipping and may be unavoidable.

This is not to say its not going to happen either. The engine provides a lot of possibilities natively, including using meshes for chains and ropes, collision detection being optional, animation blending and more. But weapons like whips, nunchaku, and three-section-staff do impart a particular complexity to their design.


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I believe unreal 3 had a

I believe unreal 3 had a feature where you could choose to completely flip the character rig on the Z axis (Left foot forward or right foot forward).. if this translates to Unreal 4 then you can "essentially" create one set of one-handed animations and toggle that switch. That toggle however is for the entire character, not for individual animation sets.

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Tannim222 wrote:
Tannim222 wrote:

This is not to say its not going to happen either. The engine provides a lot of possibilities natively, including using meshes for chains and ropes, collision detection being optional, animation blending and more. But weapons like whips, nunchaku, and three-section-staff do impart a particular complexity to their design.

I can't hardly imagine a more difficult class of hand-held weapons to animate in a game like this than things like nunchaku or a three-section staff. The combination of the chain sections plus the movements of the staff-parts in both hands and around the body as well as around objects that could be struck is hard enough to quantify just as a mental exercise much less capture in software. By comparison I would think things like whips would be a tiny bit easier just because you could let the free end move around semi-randomly without having to worry about it being anchored to the character's hand.

I'm not suprised these things didn't exist in CoH and it would be amazing to see if they can eventually pull it off in CoT.

CoH player from April 25, 2004 to November 30, 2012

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Well thanks for putting as

Well thanks for putting as much thought into it as you already have
I hope it eventually comes to something
Mind you for me personally I wouldn't mind a bit if the animations weren't absolutely perfect
Remember most of us are used to seeing nunchaku in movies (where they don't really hit their targets) or spinning them in the air without hitting anything
so it won't bother us a bit if they don't recoil realistically but just swing through.

Heck I played around with nunchucks for years and my friends thought I was pretty good, before I ever got around to actually trying to hit anything substantial enough to cause recoil.
(Most of the time I didn't have anything I'd be allowed to hit)
The first time I did it, they bounced back right on my fingers. Hurt like heck.
After that I figured out that when you hit a hard target you need to pull back right away, you can't swing through.

In COH swords, axes and maces (and unarmed attacks as well) just swung right through to complete their animation just as if there was no target interrupting the blow and I don't remember anyone complaining.
and Maxi's nunchaku (in Soulcalibur) don't recoil naturally, and he's freekin awesome.

Finally remember: "The best is the enemy of the good"
I'd much rather have nunchaku that aren't perfect than not have them because they can't be perfect

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Transforming weapons

Transforming weapons

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Well thanks for putting as much thought into it as you already have
I hope it eventually comes to something
Mind you for me personally I wouldn't mind a bit if the animations weren't absolutely perfect
Remember most of us are used to seeing nunchaku in movies (where they don't really hit their targets) or spinning them in the air without hitting anything
so it won't bother us a bit if they don't recoil realistically but just swing through.
Heck I played around with nunchucks for years and my friends thought I was pretty good, before I ever got around to actually trying to hit anything substantial enough to cause recoil.
(Most of the time I didn't have anything I'd be allowed to hit)
The first time I did it, they bounced back right on my fingers. Hurt like heck.
After that I figured out that when you hit a hard target you need to pull back right away, you can't swing through.
In COH swords, axes and maces (and unarmed attacks as well) just swung right through to complete their animation just as if there was no target interrupting the blow and I don't remember anyone complaining.
and Maxi's nunchaku (in Soulcalibur) don't recoil naturally, and he's freekin awesome.
Finally remember: "The best is the enemy of the good"
I'd much rather have nunchaku that aren't perfect than not have them because they can't be perfect

For what it's worth I wasn't even talking about making the animations for weapons like these be "perfect". I was just talking about the relative difficulty of making even passable animations work. I'm sorry but I didn't create this difficulty - it would be obvious to anyone attempting to implement melee weapons like these in a MMO game that some of them would be harder to make than others.

For your sake I hope they can make these things available in CoT. I'm just pointing out the relative difficulty of what you're asking for - if they were easy to do CoH would have had them years ago.

CoH player from April 25, 2004 to November 30, 2012

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Joust Wire finger whips

Joust
Wire finger whips

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Khukri and sabers for sword

Khukri and sabers for sword types

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ZigZag wrote:
ZigZag wrote:

Lastly a power animation where it looks like the character builds some object (mechanical or magic theme ect) and throws it.

I came to this thread specifically to suggest this. I had in mind things like flasks and grenades, but I'm sure there are plenty of other trinkets that would work just as well. Throwing such objects would be an animation/FX for powers and not tied to a specific powerset. Imagine tossing things at enemies, at a specific location, or at your character's feet. Lots of potential here.

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I'm still reminded of the

I'm still reminded of the Player Summit where David was taking suggestions from the crowd for ideas of what to put into a Post-Apoc costume set. Everyone else wanted clothes! Then I stepped up the mic and said what we needed were WEAPONS! So I started reeling off names of found and scrounged improvised weapons. Naturally I included a "chainsaw" in my list, which David then drew with great gusto (and puffs of smoke coming out of it to show that it was running!).

And then I heard a girl's voice from the other side of the room somewhere speak up and say ... "Make it drip!"

I don't think she was wanting to see the fluid dynamics of motor oil under the influence of a gravity field ...


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I'll be honest. All I care

I'll be honest. All I care about is dual pistols and being able to customize the look of them out the gate. It bothered me to no end that I had to wait YEARS for CoH to actually come out with dual pistols. When it did, I was ecstatic. What would be doubly cool is to have each gun shoot something different but I'm sure the mechanics on that may make that a no go. Just please have dual pistols out the gate and I'll be happy.

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I know this is asking a lot,

I know this is asking a lot, but when it comes to swords, I'd just hope/pray/beg that there might (some day?) be different animations available for different types of blade. A rapier isn't used the same way as a broadsword or a cavalry saber or a katana. Please?

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WarBird wrote:
WarBird wrote:

I know this is asking a lot, but when it comes to swords, I'd just hope/pray/beg that there might (some day?) be different animations available for different types of blade. A rapier isn't used the same way as a broadsword or a cavalry saber or a katana. Please?

That sounds like a bit more work. :{

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I think this is an episode 5

I think this is an episode 5 thing ... At least.

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If MWM can afford some Motion

If MWM can afford some Motion Capture, then different swords could actually be used as they are in RL

My guess would be that if it could happen, it would happen down the road

Now, if I could only get my rusty katana back!

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I would like to see two

I would like to see two-handed weapons, especially ones that aren't super slow. If I have a character that is strong enough to lift a mac truck and throw it, there should be no reason why I can't swing a two handed weapon without it looking like I'm trying to swing it underwater.

Oh and shields, I want to shield bash some baddies.

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Cavalier wrote:
Cavalier wrote:

I would like to see two-handed weapons, especially ones that aren't super slow. If I have a character that is strong enough to lift a mac truck and throw it, there should be no reason why I can't swing a two handed weapon without it looking like I'm trying to swing it underwater.

You bring up an interesting point about how stats like strength or dexterity should be able to affect how well you wield weapons. Even games as old as D&D gave you bonuses to hit for having high strength scores - the theory I assume was that the stronger you were the quicker you could swing your weapons.

The problem here in CoT is that we don't really have "stats" like strength or dexterity so it's not clear what would justify one person swinging weapons better/quicker than someone else. Maybe there could be powers available in the tertiary powersets that would be like a "Haste" power that would speed up the execution of other powers. *shrugs*

CoH player from April 25, 2004 to November 30, 2012

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We don't have stats but we do

We don't have stats but we do have powers

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Cavalier wrote:
Cavalier wrote:

I would like to see two-handed weapons, especially ones that aren't super slow. If I have a character that is strong enough to lift a mac truck and throw it, there should be no reason why I can't swing a two handed weapon without it looking like I'm trying to swing it underwater.
Oh and shields, I want to shield bash some baddies.

Agreed! While Titan Weapons had a unique feature, I hated how they made it seem you had to be slow at first.

Then when suggestions on how to fix it (port weapon skins to Katana) where said they were against it, because the idea of fast huge buster sword didn't work for them. o.O What if it just showed my Katana user was super strong!

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I guess the closer the game

I guess the closer the game gets to release/testing we'll see how the powers/attacks animations play out. Of course for all I know the devs and designers will make so that you can use one weapon but have an animation of the character using it in two-hands, which would be awesome.

To the point on two-handed weapons and strength I was coming at from a character concept of someone having super strength and using a weapon over just punching.

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Brand X wrote:
Brand X wrote:

Cavalier wrote:
I would like to see two-handed weapons, especially ones that aren't super slow. If I have a character that is strong enough to lift a mac truck and throw it, there should be no reason why I can't swing a two handed weapon without it looking like I'm trying to swing it underwater.
Oh and shields, I want to shield bash some baddies.

Agreed! While Titan Weapons had a unique feature, I hated how they made it seem you had to be slow at first.
Then when suggestions on how to fix it (port weapon skins to Katana) where said they were against it, because the idea of fast huge buster sword didn't work for them. o.O What if it just showed my Katana user was super strong!

Inuyasha comes to mind.

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There were lots of examples

There were lots of examples out there. Magik of the X-Men comes to mind, but the CoH devs and some of the playerbase were just stupid when it came to the idea that Titan Weapons had to seem impossible to swing or use.

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Siegfried from SoulCalibur

Siegfried from SoulCalibur
Cloud from Final Fantasy
Link's Biggoron Sword
and every time a super strong hero in the comics uses a big object as a weapon we hear the cliché line "how can anything that big move that fast?"

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Doctor Tyche wrote:
Doctor Tyche wrote:

Brand X wrote:
Cavalier wrote:
I would like to see two-handed weapons, especially ones that aren't super slow. If I have a character that is strong enough to lift a mac truck and throw it, there should be no reason why I can't swing a two handed weapon without it looking like I'm trying to swing it underwater.
Oh and shields, I want to shield bash some baddies.

Agreed! While Titan Weapons had a unique feature, I hated how they made it seem you had to be slow at first.
Then when suggestions on how to fix it (port weapon skins to Katana) where said they were against it, because the idea of fast huge buster sword didn't work for them. o.O What if it just showed my Katana user was super strong!

Inuyasha comes to mind.

Bleach = GETSUGA TENSHO

Lay your hands on me
While I'm bleeding dry
Break on through blue skies
And take it high

Redlynne
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Guts in Berserk. /thread

Guts in Berserk.

/thread


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.
Brand X
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Pffft...Gypsy Danger in

Pffft...Gypsy Danger in Pacific Rim!

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Sagara Sanosuke from Rurouni

Sagara Sanosuke from Rurouni Kenshin is usually my main go-to guy for the People Wielding Giant Weapons category.

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Nuttal and Brady's Footloose

Nuttal and Brady's Footloose webcomic postulates a martial art based on Indiscriminate Whacking With Oversized Weaponry. ^_^

Foradain, Mage of Phoenix Rising.
Foradain's Character Conclave
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Redlynne wrote:
Redlynne wrote:

Guts in Berserk.

It's really hard to top this guy for Titan Weapons ...


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But...OIL TANKER!

But...OIL TANKER!

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