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Post by resistor on Feb 21, 2019 16:01:18 GMT -5
It would be cool if someone with a Rifle type weapon and Blades skill could equip a bayonet in the 'offhand blade' category. I think a bayonet would have low parry and would be unable to do AoE blade attacks, but have good damage.
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Post by fallen on Feb 22, 2019 0:28:12 GMT -5
Cool concept! Not likely something we will add but love it.
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Post by John Robinson on Feb 22, 2019 7:06:53 GMT -5
It would be cool if someone with a Rifle type weapon and Blades skill could equip a bayonet in the 'offhand blade' category. I think a bayonet would have low parry and would be unable to do AoE blade attacks, but have good damage. You are a physic. I was thinking the very same thing couple days ago. Would really like to see this implemented. Talent only works in slot 1. Could be single attack, or attack buff. Accuracy = ((ranged + melee) x .5). Damage uses strength as weighted dice. Knock back. I visualize the lunge followed by a rifle butt stroke to the head. Debuff self; Dodge Penalty. When distracted with desperate hand to hand combat. It should be easier for ranged attackers in slot 2, 3 & 4 to hit you.
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Post by drspendlove on Feb 22, 2019 7:25:30 GMT -5
I would argue that a bayonet would decrease accuracy of the ranged portion of the weapon. If a bayonet is heavy enough to penetrate armor, it is likely enough to offset normal firing balance. But as this isn't likely to enter the game, it seems moot.
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Post by John Robinson on Feb 22, 2019 7:52:48 GMT -5
I would argue that a bayonet would decrease accuracy of the ranged portion of the weapon. If a bayonet is heavy enough to penetrate armor, it is likely enough to offset normal firing balance. But as this isn't likely to enter the game, it seems moot. Yeah those old 2 foot long WW1 bayonets must have thrown off accuracy. I'm thinking about high tech, lighter weight metal that might be available in STF quadrants? Or crazy idea of small embedded device in blade that works like a mass reducer on ships? Hits full weight but seems light in the hands.
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Post by resistor on Feb 22, 2019 14:00:53 GMT -5
I would argue that a bayonet would decrease accuracy of the ranged portion of the weapon. If a bayonet is heavy enough to penetrate armor, it is likely enough to offset normal firing balance. But as this isn't likely to enter the game, it seems moot. Yeah those old 2 foot long WW1 bayonets must have thrown off accuracy. I'm thinking about high tech, lighter weight metal that might be available in STF quadrants? Or crazy idea of small embedded device in blade that works like a mass reducer on ships? Hits full weight but seems light in the hands. If I'm not mistaken, bayonets were so long in WW1 mostly because cavalry was still considered a threat, and a formation of long pointy sticks has always been a good way to counter cavalry. Bayonets in WW2 and beyond were shorter.
I think bayonets wouldn't need to be heavy to penetrate armor, because they already have a lot of mass behind them from the mass of the gun, so I don't think their weight would be significant enough to damage accuracy.
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Post by fallen on Feb 22, 2019 14:09:42 GMT -5
Also, sci-fi bayonets would probably have some energy component or specialized metal to help them cut or pierce better. Still, we have a list of extra weapon types we want to add to the game and we've got to get through the list we can support in the art. Attaching a visual bayonet to every rifle type in the game would be a big new direction for us
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