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Gunblades: Legacy Series(Now With Primary Concept Art!)


Evanescent
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                                                                           In loving memory

                                                                             of Monty Oum,                                                                                                                                                                beloved artist, creator and friend. 

                                                                 You will be greatly missed.

 

Harro!

 

I'll be working on some weapon concepts I've been compiling and constructing here. The concept art will be added at a later date as irl stuff let's up and gives me some free time. If you feel like the thread has promise please leave a comment and/or an upvote behind. Would be appreciated! Regardless I shall continue to work as this is more of a labor of love than anything.

Feedback is welcome, always, as long as it is constructive.
Need an example?

Hey! Here's what I don't like about your concept, here are some ways I think you can fix it, or here are the problems I think are present in it.
 

Suggestions! GIB ME YOUR SUGGESTONS NAOW!

Now let's get cranking!

 

Introduction:

 

These weapons are based on weapons from Old Earth, exotic and deadly. Although pieces of a past long lost to the sands of time, the lethal nature of these tools remains ever evident in the massacre they leave behind in the hands of the Tenno.

 

Using Small high-power bursts of gunshots to amplify their speed and kinetic force rather than to kill, these antique weapons choose to blind, stun, and shred foes with the aid of their boosted striking force at blinding speed.
There are however the oddities; some of these tools have been built to deliver crushing blows and execute enemies with short range but lethal bursts of powerful gunfire that not only adds to their power but lends them an unforeseen edge over foes in battle.

Concept 1:
Sword-polearm


Type: Sword/polearm gunblade

Name:Flere

Characteristics: (WIP)

Very fast swing speed, slash based, Combines short range with midrange reach to create a versatile weapon.
Able to switch between sword and spear state mid-combo. Applies short, crisp shots on whirling strikes to knock enemies from side to side, open enemies to finishers, and barrage them with a flurry of strikes with rapid firing as well as to blow enemies backward with concussive blasts.
High critical chance, high multiplier. High Status. Low base-damage.

Appearance:

Art coming soon!
Wait no more! Variant one is here!


udUcpJe.jpg?1%C2%A0


Long, thin sword with blade separated into two parallel pieces,the spearhead is placed in the middle of the track at the hilt; the inner surfaces of the blade act as tracks for the spearhead to spring out as it telescopes. No crossguards, but indentations at where the hilt should be. Delicate scrollwork etched into blade. Barrels located diagonally at bottom of spearhead.

 

Combos: (Name TBD)

Primary: Two wide sweeping cleaves in an x shaped arcs with a telescoping arc with spear extending as finishing strike.(EEE) 

Secondary: Lunging slash from right shoulder to left hip, then quick leap backward, gunshot to stagger enemy and open to finisher, then lunging polearm finisher. (E+RMB+E)

Tertiary: Entirely polearm combo. sword becomes spear and is whirled 360 degrees around the shoulders keeping spear parallel to the ground to hit all surrounding enemies before following up with series of five strikes in a forward cone and 4 horizontal sweeping gunshot powered strikes-2 from left to enemy thorax and then 2 from right to enemy thorax with finishing charge shot with 0.2 second delay to blow enemy away. (E+W+E+E+E(multi-hit cone attack)+E(4 strike combo)+hold E)

Charge Shot: Sword transitions to Spear is spun to rest on shoulder very quickly and shot is fired from extended spearhead.

Finisher: Spear is plunged into throat, then contracted and whipped to the right, beheading enemy or ripping open throat. If killed enemy will have its head fly to a side.




Concept two:

Type: Sparring gauntlet gunblade

Name: Nagashi (WIP)

(I'll confess, I love the furax a lot. It's a shame it can't be more potent although it is easily still a good weapon. The concept of a weapon that fires in concentrated, powerful bursts of pummeling strikes has been in my head for a long while. This was the main weapon I wanted to make the thread for!) 

Characteristics:

Very fast weapons with high base damage but poor supplemental stats. Puncture based,with also a high amount of impact; designed around using rapid shotgun blasts to crush enemies to a pulp in a hailstorm of crushing strikes. Has unique innate chance to cause blast proc at 10% per hit that pushes Both enemy and player apart. If melee auto targeting is enabled it throws player toward next enemy if in 10m radius. The attack speed has a wind up mechanic-all combos except the third open with a shotgun powered, double fisted punch and then build up attack speed similar to a gun's windup, affected by attack speed. Basicaly, the linger an enemy survives the faster the punches become (the Combos are multihit to save your fingers from carpal tunnel!). Short range but stunlocks ALL enemies. Best used to focus on quickly finishing enemies one by one instead of engaging entire mobs at once.

Appearance: (WIP)

Artwork coming very very soon! Have a half finished concept ready, just have to brush it up.
WAIT NO MORE! CONCEPT ART IS HERE!

Close Up:


Xji6f8u.jpg?1



ritEvmz.jpg?1

Old description:
The gauntlets are very detailed, and should evoke a vaguely steampunk feel.
They begin with knuckleduster like structures at the root of your fingers and then slowly climb upwarda little above the wrist. The area where you can view your carpals has similar bone-esque metal structures that expose glimpses of the machinery below. The shotguns are very small but robust, located below this almost cage like structure. It will be made 90% out of metal textures, interweaving silver and bronze against a black shell of duller metal.

New Edit: As you can see it has gone through a few revisions. More incoming as they come up!
Mounting suggestions are included!

Combos: (Raging tempest) (WIP)

Primary: Multihit combo opening with double fisted series of 3 punches punctuated by shotgun blasts and then building attack speed. Following strikes will be Right, left, Uppercut, Downward strike. (E(3 hit combo)+EE(2 hit strikes each))

Secondary:Multihit Combo opening with same double fisted strikes, but this time followed by 2 strikes, shotgun blast to               knock back enemy and again repeat. (E(3 hit combo)+hold RMB+EE). Strikes after the initial 3 hit combo will be the 2 hit and knockback.

Tertiary:This combo will be solely based on pummeling the enemy with high powered boosted punches. Strikes will be in bursts of 4 punches, building up speed as the character slowly advances, driving the enemy back.(hold W+EE)

Fourth Combo: Lunging Combo Following initial 3 hit strike. 2 hits followed by a vicious kick to the stomach to open enemy to finisher. (E+hold E+E)

Fifth Combo: This one is kind of ambitious. This is the finishing combo of the stance, an epic conclusion.
One strong punch to send enemy staggering back, followed by a series of very, very fast shotgun blasts from the gauntlets at range, dealing high damage. The animation is similar to someone air boxing very fast-a rapid series of left-right-left-right punches.Attack is NOT silent and is very loud as you can imagine! Would prefer if there could be flashing that could light up the room at each blast but that would probably cause epilepsy! -_-
(Hold E(staggering Punch)+EEEEEEEEE)

Afterwards if no combo is initiated, the gauntlets are flung to the sides and empty cartridges are flung out.Regarless of action however Gauntlets will smoke and hiss. Using combo in uninterrupted chains wil begin to cause health damage due to overheating.

Due to being very short range gauntlets, it will not have ranged blast.

The weapon is very very high damage dealing, but balanced out by its windup mechanism and short range.



Concept 3:
Type:Pistol rapier



Name: Flocon (WIP)

Characteristics: Combines the lethality of the six-shooter with the speed and precision of the rapier. Deviously complicated and extremely difficult to make, these weapons are handed out only to the most experienced of swordsmen.
Very fast attack speed, High puncture, slightly lower slash and low impact. Low critical chance, high status. Bonus damage to channeling: x4 multiplier. Excels in attacking in cones with blinding fast jabs.

Appearance:

Concept art coming soon!

Delicate, long scrollwork etched blade with bronze inlay set in centre. Round, flower-design guard weaving bronze, gold and steel flaring from root of blade to curl around the wrist. Cartridge chambers visible at guard, worked into design. twin barrels of guns are not too long and lie on either side of blade at the guard. When Guns are discharged the cartridges are violently discharged. a reverse barrel is also located at the hilt Only gunblade to require reloading. Shots fired mid-combo do not count.

Combos:
All combos are multihit.

Primary: 4 rapid strikes in very narrow cone before slamming hilt into enemy and discharging the gun at the hilt to knock enemy if not killed. (EEEE)

Secondary: Opens with hilt slam to stagger enemy, then impales at throat and discharges guns at crossguard, blowing enemy away if not killed. (hold W+EE)

Tertiary:Opens with default four hit combo in cone, then follows up with another set of jabs and then a lunging stab to finish off.
Character advances, pushing enemy back. (E+hold RMB+EEE)

Fourth: Opens with default cone attack, then follows with kick to mid section, then hilt slams one from the right and one from the left before discharging six blasts of the gun.

Charge: Fires in two by two for 3 shots before reloading. Animation is the character raises the rapierto aim end of blade at enemy and grips the wrist of sword-arm before firing. Character can move freely while charging except when the gun discharges. Reload animation snaps guard open as it splits in two revealing the chambers opening like an orange. Shells are shaken out in one move and new bullets are shoved in. Long reload to balance high damage. Silent.

Finisher: Shoots enemy in the leg to force it to its knees and runs the blade through it's throat.

 

Concept 4:
(A personal favourite of mine, had to get it up before work on compound blades and chain uzis was complete!)
Gattling Gun-dual Shields

 

Name: Kiintea

Characteristics: Heavy, Defensive weapon developed to combine the defense of a shield with the brutality of a gattling gun. So heavy it slows user immensely when engaged. Wielding these titanic weapons are no easy feat-they take an immense toll on their master if not used carefully.Covers front and sides to provide an impenetrable shield for adavancing through enemy fire. The sigh of a Kiintea in battle is said to have caused foes to flee rather than to fall before the doom that it brought slowly, yet surely.

Appearance:

This is one tough *@##$ to draw. Final Appearance is still not finalised but rough sketches will be uploaded as fast as possible.

Shaped like the wings and carapace of an insect such as a beetle. Frontal face bears intricate etching of lotus motifs with vines.<

Internal surface is very complicate with dense machinery and supports. The arms are almost integrated into the inner sides of the shields from the elbows.

Gatling guns are unusual: They are very short and protrude slightly from the front face, each in each shield surface, the guns barrels seeimg like part of the motif when viewed from the front when shields are deployed.

Functions:

Transforms to and out of its shield form. Shield form is extremely large, easily standing higher than Chroma at full expansion. When advancing shields are slammed together to lock into one solid wall.

Shields can be also deployed one at a time, the other or both being able to be collapsed and used like arm mounted battering rams for sending shockwaves to disrupt and throw off waves of enemies. When deployed Shields flare and the gattling guns are activated.

Guns have spool up and no ammo, or magazine limit, and high cap for spool up. To compensate the guns start with very low damage. Shields attract aggro to focus all fire at their front face as enemies grow panicked and try to shoot them down. Guns deal impact initially, then begin dealing puncture and slash as the gun spools up. They can be boosted with warframe energy to go into overheat mode where they reach their max cap quicker but begin draining energy. If enough energy is not present they will drain health. Guns cover a large radius with high choke but little further spread. Have innate punch-through.</p>

Special Characteristic: Kintea has the ability to drain health to further boost their damage. Users can channel their life energy into its intricate matrices to trade their vitality for more power. The more health is given, the greater its damage.
The weapons reduce movement speed by 60% when both shields are deployed, by 30% when either shield is deployed, and reduce speed by 10% always when they are equipped as the active melee weapon.

Moveset:
It has no stance, just its basic moves. It sacrifices intricate movements for brutal effectiveness.
Primary: Knockback with left shield before slamming right shield into enemy. Causes enemy to be thrown back. (E+E)
Secondary: Shields are slammed together to stagger enemies with a short range but strong sonic blast. Enemies will be opened to finisher. (E+hold RMB+E)
Tertiary: A lunging forward shield bash with both shields. Due to immense nature of shields this can effectively used to push back a very large number of enemies. (hold W+E)
Fourth: Continuous ground slams to stun and lock down enemy lines. After initiating combo ground slams can be carried on as long as wished. (E+pause+E+E+E+E+E)
Fifth: Burst starts the guns by clapping shields together and pulling back through force of recoil. Useful for disengaging from over concentration of enemies or to prevent being surrounded. Depletes Stamina completely, has a short delay during which user stays behind shields, recovering stamina. Warframe will seem to pant. Guns deal full damage at max spoolup for a short period.
(hold S(back)+E)

Charge: the right mouse button initiates primare block with one shield, with the crosshair shows the charge indicator as for bows. The left shield is deployed first immediatey and when charge meter reaches 25%, the right shields will deploy. At 50%, both shields are slammed together into one shield. After this gattling guns become available for use. at 75% the weapons enable energy drain(channel)  and at 100% enable health>damage function and begin charging health.
Guns are fired through left click, as with primary weapons.
Must be equipped to perform this.
Quick melee is quick bash with either shield, but weaker, causing only knockback and possessing much less damage and range.
Finisher: Head is mashed between both shields in a brutal slam with both portions of shield, or shield is used to smash enemy into the ground, creating temporary crater.




Concept 5:
(As a special request from Elizabeth-chan, you tonkor fanatic you!)
 

Type:Tonkor Hammer



Name: Desimere

The brainchild of a rather eccentric branch of weaponsmiths, The <strong>Desimere</strong> is a fickle but deadly remnant of their old brilliance. Initially frowned upon, it quickly won over even the hardest of purists with its efficiency on the battlefield. Rediscovered by the grinner, it's engine was quickly cannibalised to create what we know today as the Tonkor. But with the resurfacing of old blueprints the tales of Tenno wielding the Desimere are rising again, and the horrific carnage it leaves behind bears witness to it's immense power.

Appearance:
concept art is here!
Sorry for poor picture quality! >_> Will ink and upload later. Right now it's just pencil, I can't ink all that detail with this migraine.

Done! Enjoy inked goodness!
 

Pencil:


pQUgyJV.jpg?1

 

closeup of hammer head:


k7Q3t3e.jpg?1



Inked version:

Full body:

wfG4BUu.jpg

Closer look:

760su89.jpg

 

Thick and stout, with highly detailed hammerhead. You will notice a piston-like structure at the back of the hammerhead-that's used to detonate shells forcibly for forward thrusts and explosive strikes. At the pommel there is an extendable handle that telescopes out once explosions are engaged to give safer distance for user. Hammer begins to smoke and stem the longer it is used.
Tried to go for a steampunk feel.

Characteristic: Fairly fast die to its comparably small size. Utility and CC weapon, but decent in its damage output. Like its creed it ramps up its attack speed using explosive recoil and laces in explosions with crushing strikes to create a formidable attack power. Impact heavy, explosions do blast. Both explosion damage and normal damage are affected by mods. Explosions, if they proc elemntal, apply the effect in a splash. High status. Wind up to fast attack speed. No Self-damage.
Moveset: Meteor barrage

Primary: Spinning 360 opening strike with slam at the end, engages grenade to send enemies flying if not killed. (E+E)

Secondary: Hammer is whirled overhead and brought behind the player, Hammerface pointing backward, and grenade launcher is engaged. Enemies behind are damage, and Player is thrust forward in a sort of short rhino-charge where enemies in the way are knocked to the side, receiving 50% damage. Charge ends with with a jumping downward slam,  Sending all enemies flying at impact radius. Explosion sends player rocketing upwards. Player can do another slam if they desire by pressing E at height of jump. {Hold E(initiates charge+E(slam)}

Tertiary: Rapid series of side to side attacks. Opens with spinning default strike, then initiates combo with explosion. Each following strike uses explosion to bring hammer alternately spinning horizontally form right to left and then left to right, winding up in attack speed as combo progresses. Attacks can be chained as long as desired after combo is established.(E+pause+EEEEE.....)

Fourth: Diagonal swing from right shoulder to left hip, hammer is spun to face backward, and then explosion is engage to send all enemies in a semi circle facing the player flying. (hold W+E+E) Player is made to stand in place for a brief time to absorb recoil. Floor at players feet cracks.

Fifth: Hammer is slammed into enemy gut area, staggering enemy, and then finisher is performed. {hold RMB+E+E(finisher)}

Finisher: Very fast move. Enemy is slammed upwards and then down into the earth with an explosion powered strike, leaving crater on the floor.

Unique ablities: 1) Instead of channeling, holding LMB lets it lob grenades. When LMB is held, a circle indicating blast area appears, which can be moved with mouse to place explosion. when E is pressed, a shell is ejected and quickly hit with the hammer like a baseball to wards centre of indicated area. Shell slams into ground and explodes  after brief 0.2 second delay, dealing self damage if player is in radius.
                         2) Jump attacks make player cause explosion in a radial area and fling themselves up like the tonkor currently does. Deals 50 self damage. If LMB is held, instead of jumping player dumps and detonates shell at player's feet, suffering 500 self damage and being pushed backwards by explosion. Enemies in front are pushed away from player backwards, and are stunned for 8(? might have to be shortened) seconds from concussion effect.




UPDATE: PISTOL RAPIER ADDED
UPDATE : GATTLING-GUN DUAL SHIELDS ADDED! (05/21/15)
More to come!

 

UPDATE: NAGASHI CONCEPT ART ADDED! Right fist concept up now!
UPDATE: Flere Primary Concept art added. Second variant is coming up soon!(14/6/150)

UPDATE: TONKOR HAMMER AND RELATED CONCEPT ART ADDED! Yeah you read right, for all you hammer fanatic and boom-boom freaks out there, this is your raifu right here! (15/6/15)

UPDATE:TONKOR HAMMER INKED DESIGNS ARE UP! ENJOY!(16/6/15)

 

As a special for Blackout721, Uzi chainwhips will be next<-------design difficulties holding it back. Sorry Blackout! I'll try to fix it as soon as I can!

Edited by Evanescent
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Building concept of a compound heavy blade.

 

Gattling gun ahoy!

 

Look forward to it tomorrow!

 

 

Should I make different fist designs for the gauntlets? Hmmmm.

 

Will upload right fist design as soon as I can.

Edited by Evanescent
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Much appreciated!

 

Update: Due to complications in Knuckle-designs gauntlet will take some time. Gomen!

 

Sword-spear is coming along nicely. Heavy blade sniper is in the works.

 

Would you guys like a pistol-rapier?

Edited by Evanescent
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Pretty sweet ideas - a sword, a spear and a gun all in one, shotgun-fists and a pistol-rapier. From there I think it would be a good idea to build on weapon types that don't see much love like whips (a revolver-tipped whip that uses the force of a gunshot to move?), glaives (maybe it sprays machine-gun fire while in flight?), etc. Maybe some inspiration can be had from Bloodborne with its trick weapons as well as from RWBY.

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Pretty sweet ideas - a sword, a spear and a gun all in one, shotgun-fists and a pistol-rapier. From there I think it would be a good idea to build on weapon types that don't see much love like whips (a revolver-tipped whip that uses the force of a gunshot to move?), glaives (maybe it sprays machine-gun fire while in flight?), etc. Maybe some inspiration can be had from Bloodborne with its trick weapons as well as from RWBY.

I've got a series of weapons drafted for finalisation. Finishing compound Heavy Blade atm....this $#*(@ is complicated!

A chain-whip cum short sword is also in the works, but I'm wondering what type of firearm would compliment it.

 

 

Thank you for feedback! Much appreciated. Any and all suggestions are welcome!

Edited by Evanescent
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I would love if gunblades had 2 modes e.g firing mode and melee mode so you could just run around in gun mode and shoot, however that could create problems because they doesn't use ammo.

 

+1 for Sniper Scythe although I doubt we will ever get something like the Dual Wielding Margaret Moonlight Sniper Scythes. 

 

1360342-margaret_weapon.jpg

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Which heavy blade do you plan on including in the compound weapon?

It's a completely new, custom weapon. I could take inspiration from existing ones but it will be new. I will probably make separate variants of greatswords and axes though. This one though....hmmm....think...galatine......

 

The problem with Gunblades as I see it is that they need to work with the combos of High Noon as well as whatever new stances come out so it can't be much of a change from the Redeemer... BAM! Possibilities down the drain :(

 

Not at all! As new weapons they will have new stances. Although under the same family, 'gunblades', these are separate weapons in their own right.

I would love if gunblades had 2 modes e.g firing mode and melee mode so you could just run around in gun mode and shoot, however that could create problems because they doesn't use ammo.

 

+1 for Sniper Scythe although I doubt we will ever get something like the Dual Wielding Margaret Moonlight Sniper Scythes. 

 

1360342-margaret_weapon.jpg

Noted! Thank you very much for feedback and suggestion!

I'm hesitating from making something like that because of the complications that would arise from what does it do when it runs out of ammunition? 

Will it just be a melee then? But I'll see what I can do.

 

Maybe a gattling gun is coming your way.....

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Nagashii (sparring gauntlet gunblades) revision in design has been finalised. The design has been overhauled to reduce over cluttering of details and over complications of designs. Shotguns have been moved to a movable guard that slides on and off the fist. Revisions to OP will be up soon. Concept art has been started again from scratch but this time I think it will be done faster and the final product will be cleaner. However designs will still be subject to change.

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like:

UDw2dHm.png

machine gun/mini-scythe

 

hKDc61a.jpg

guantlets/shotgun

Inspired by, but not exactly those, no.

 

Still you gotta pat the designers in the back.

 

Mine are more serious, more detailed, more practical (heh rly? Practical? Gunblades?).

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  • 2 weeks later...

Update: Tonkor hammer added!

 

Post is F***ed up die to unknown problems. I'll try to fix it as soon as I can. :/

 

Edit: I dunno how, but I retyped the entire thing. God. Curse you forums and slow internet.

Edited by Evanescent
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