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Make Longswords Useful.


DanPaul7
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The longswords are the worst of the melee weapons with nothing unique going for them. Would be nice if they were given something like innate bleed effect where the enemy loses a HP over time, or a chance to cut limbs off an enemy, leaving them hopping around with their bloody, amputated arm, grasping their firearm on the floor beside them. Ah yes the amusement that would bring to me would be unparalleled.

Edited by DanPaul7
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This is the second one I've commented on today.

 

At some point in some thread far far away regarding the buff/tweak of some weapon, a guy (this all sounds really shady) voiced his opinion that DE was reserving mass weapon overhauls for after they were done tweaking all the frames. It's a comforting notion, and I know that DE knows this is an issue because of how often it comes up. I just wish they would've done something about it sooner rather than later (and it keeps getting later).

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While I understand that potentially tweaking the whole melee combat/melee weapons setup would take time, thought and effort from DE, I personally think a short term solution would help the community.

 

Why not (while you're working on balancing all the weapons) give all the 1H melee weapons some kind of short term buff. Maybe make it an event, I dunno, like Tenno Katanaka. But some kind of managable buff to bring the 1h melee weps up to being maybe decent or maybe OP rather than where they are now; which is the bottom of the pile. 

Nothing drastic that's going to split the community, but something to enjoy while you make major changes to the combat gameplay. Think of the sales!!

People would be so happy to have a good reason to whip out their favorite 1H melee wep. (Guilty pleasure; mine is Dark Dagger :P) All the Tenno in the galaxy would be running around getting used to them, using their JAW sword and not wincing when it does it's job.

 

Don't think, just do it. Grab the nearest programmer and just go nuts. I'll throw one out there; 100% better attack speed for ALL 1H melee weps. I just blew your mind. XD

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this is a serious problem. heavy weapons are better, more diverse, and all are unique.  longswords have a dozen weapons that all have the same traits and animations.  new animation sets and designing them for quick slashes not heavy charge attacks would go a long way to make them viable.  i have maxed cronus, plasma sword, and made progress on the skana, jaw sword and heat sword.  all that experience has showed me is "I'm relvling the same crappy weapon over and over."

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Is It just me or the way to balance them is so simple?

 

Stealth bonus damage:

dagger > daggers > long swords > dual swords >  heavy

 

Crit chance:

dagger > daggers > long swords > dual swords > heavy

 

Hit frequency (firerate):

dagger > daggers > dual swords > long swords > heavy

 

Charge time:

dagger + daggers >  long swords > dual swords > heavy

 

Charge damage:

Heavy > long swords > dual swords > daggers > dagger 

 

Range:

Heavy > long swords > dual swords > daggers > dagger 

 

Number of enemies can be hit:

Heavy (5) > dual swords (3-5) > long swords (1-3) > daggers (2) > dagger (1) 

 

Also additional stuff can be used as balance screw, such as bonus damage to specific enemies / values / weapon specific features.

Movement drawbacks while attacking can be also extended to all weapons.

 

Movement during melee attacks (non-linear difference):

dagger > daggers >  long swords > dual swords > heavy

Edited by Voidflow
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this is a serious problem. heavy weapons are better, more diverse, and all are unique.  longswords have a dozen weapons that all have the same traits and animations.  new animation sets and designing them for quick slashes not heavy charge attacks would go a long way to make them viable.  i have maxed cronus, plasma sword, and made progress on the skana, jaw sword and heat sword.  all that experience has showed me is "I'm relvling the same crappy weapon over and over."

THIS.

Especially the animation part.

I can't see why machete became a dancing tool,and PROVA,wich i remind you should be BLUNT and a damn prod still moves like it's a sword.

They make it prettier,but it needs it's own animations.It's the only clan melee for now and it sucks nervos against anything but corpus (And even against them,on MOA it does pityful in my exp) so at least make it move cool.PLEASE.

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Is It just me or the way to balance them is so simple?

 

Stealth bonus damage:

dagger > daggers > long swords > dual swords >  heavy

 

Crit chance:

dagger > daggers > long swords > dual swords > heavy

 

Hit frequency (firerate):

dagger > daggers > dual swords > long swords > heavy

 

Charge time:

dagger + daggers >  long swords > dual swords > heavy

 

Charge damage:

Heavy > long swords > dual swords > daggers > dagger 

 

Range:

Heavy > long swords > dual swords > daggers > dagger 

 

Number of enemies can be hit:

Heavy (5) > dual swords (3-5) > long swords (1-3) > daggers (2) > dagger (1) 

 

Also additional stuff can be used as balance screw, such as bonus damage to specific enemies / values / weapon specific features.

Movement drawbacks while attacking can be also extended to all weapons.

 

Movement during melee attacks (non-linear difference):

dagger > daggers >  long swords > dual swords > heavy

Sounds perfect.

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Is It just me or the way to balance them is so simple?

 

Stealth bonus damage:

dagger > daggers > long swords > dual swords >  heavy

 

Crit chance:

dagger > daggers > long swords > dual swords > heavy

 

Hit frequency (firerate):

dagger > daggers > dual swords > long swords > heavy

 

Charge time:

dagger + daggers >  long swords > dual swords > heavy

 

Charge damage:

Heavy > long swords > dual swords > daggers > dagger 

 

Range:

Heavy > long swords > dual swords > daggers > dagger 

 

Number of enemies can be hit:

Heavy (5) > dual swords (3-5) > long swords (1-3) > daggers (2) > dagger (1) 

 

Also additional stuff can be used as balance screw, such as bonus damage to specific enemies / values / weapon specific features.

Movement drawbacks while attacking can be also extended to all weapons.

 

Movement during melee attacks (non-linear difference):

dagger > daggers >  long swords > dual swords > heavy

I would like to think crit chance could be different between some of them as wela s crit damage, but other-wise that a dagger should have more in general as you put it.

but it makes so much sense it's no wonder de decided to use their clunky melee system.  also would you list fists or are they special in what ever they are put as?

Edited by WARGAMES
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Is It just me or the way to balance them is so simple?

 

Stealth bonus damage:

dagger > daggers > long swords > dual swords >  heavy

 

Crit chance:

dagger > daggers > long swords > dual swords > heavy

 

Hit frequency (firerate):

dagger > daggers > dual swords > long swords > heavy

 

Charge time:

dagger + daggers >  long swords > dual swords > heavy

 

Charge damage:

Heavy > long swords > dual swords > daggers > dagger 

 

Range:

Heavy > long swords > dual swords > daggers > dagger 

 

Number of enemies can be hit:

Heavy (5) > dual swords (3-5) > long swords (1-3) > daggers (2) > dagger (1) 

 

Also additional stuff can be used as balance screw, such as bonus damage to specific enemies / values / weapon specific features.

Movement drawbacks while attacking can be also extended to all weapons.

 

Movement during melee attacks (non-linear difference):

dagger > daggers >  long swords > dual swords > heavy

This, exactly this. Although I would have long swords hit more enemies at once then dual. Dual swords swing one blade at a time and are shorter but have higher attack speed to compensate. Just a thought but I love everything you said. +1

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  • 4 weeks later...

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