Roda Posted December 8, 2017 Posted December 8, 2017 I made a character with the concept a melee combatient that alternates hammer and blunderbuss attacks. The idea was staying at melee range. What I found was that the character completly ignores the blunderbuss if it is in melee range and attacks only with the hammer as it was only the hammer equiped. It is a bug? Working as intended? (would be a shame).
dunehunter Posted December 8, 2017 Posted December 8, 2017 (edited) I remember that pistol will be treated as club in melee in some video, but can't find it right now. Maybe the feature is not completed yet. Edited December 9, 2017 by dunehunter
Dr. Hieronymous Alloy Posted December 8, 2017 Posted December 8, 2017 I remember that pistol can be used as club somewhere, but can't find it right now. Maybe the feature is not completed yet. That was the original proposed pistol modal. I'm presuming it got nixed for some reason
Lamppost in Winter Posted December 9, 2017 Posted December 9, 2017 (edited) 'twas a fun idea, but something that makes you better at shooting stuff with a pistol makes more sense for a proficiency than hitting people with it. I believe it's intended that you attack with your melee weapon if you're in close range. Dunno how close you're getting where you still want to hit them with the Blunderbuss, though. Edited December 9, 2017 by Lamppost in Winter
Roda Posted December 9, 2017 Author Posted December 9, 2017 As a club? I was thinking of hammer hits alternating with blunderbuss shoots but after rethinking it maybe it would take ages to reload and shoot again.
dunehunter Posted December 9, 2017 Posted December 9, 2017 'twas a fun idea, but something that makes you better at shooting stuff with a pistol makes more sense for a proficiency than hitting people with it. I believe it's intended that you attack with your melee weapon if you're in close range. Dunno how close you're getting where you still want to hit them with the Blunderbuss, though. Yeah now when u wield one hand and pistol, u will attack with melee weapon in close range, and use pistol in far range. There is a bug now that the one hand weapon will get the dual weapon recovery bonus...
Sking Posted December 9, 2017 Posted December 9, 2017 Hey you bunch of inquisitive gamers, The current design for pistol/sword attacks; (Both situations should get the 20% buff from dual weapon stance) While in Melee - Characters will only use the Sword While at Range - Characters will stay at range and only shoot This of course can/may change. Give it some love, let us know how it feels. Getting the 'right' feel on this one is definitely on our mind and we are looking for any tweaks we can make. I got your backs -SKing 4
dunehunter Posted December 9, 2017 Posted December 9, 2017 Mmmm it sounds a bit weird to me it get dual wielding bonus, I think in both situation we only use one weapon, so one hand style sounds more proper to me 2
Roda Posted December 9, 2017 Author Posted December 9, 2017 "If" it chagens to alternate shoot and melee while you stay at melee maybe add a talent that reduce firearm recharge while offhand or something like that (instead of the 20% bonus because as dunehunter said it sounds a little bit weird). Or maybe a free firearm attack between "X" melee attacks?
Dr. Hieronymous Alloy Posted December 9, 2017 Posted December 9, 2017 Mmmm it sounds a bit weird to me it get dual wielding bonus, I think in both situation we only use one weapon, so one hand style sounds more proper to me i haven't tried the combo yet myself but it would seem logical for each to get the one-handed bonus. 1
KDubya Posted December 9, 2017 Posted December 9, 2017 Hey you bunch of inquisitive gamers, The current design for pistol/sword attacks; (Both situations should get the 20% buff from dual weapon stance) While in Melee - Characters will only use the Sword While at Range - Characters will stay at range and only shoot This of course can/may change. Give it some love, let us know how it feels. Getting the 'right' feel on this one is definitely on our mind and we are looking for any tweaks we can make. I got your backs -SKing Dual wielding gets a +50% to action speed, the Fighter ability Two weapon style or whatever its called adds another +20%. Instead of getting the dual wielding bonuses could you make it give single weapon bonus of +12 accuracy to the pistol shot and then +12 accuracy to the sword?
peddroelm Posted December 9, 2017 Posted December 9, 2017 (edited) Hey you bunch of inquisitive gamers, The current design for pistol/sword attacks; (Both situations should get the 20% buff from dual weapon stance) While in Melee - Characters will only use the Sword While at Range - Characters will stay at range and only shoot This of course can/may change. Give it some love, let us know how it feels. Getting the 'right' feel on this one is definitely on our mind and we are looking for any tweaks we can make. I got your backs -SKing What do you mean pistol cannot be used in melee range ?! John Wick strongly disagrees ! (maybe give the firearm some accuracy penalty in melee range - but let it fire ) also Edited December 9, 2017 by peddroelm
Answermancer Posted December 9, 2017 Posted December 9, 2017 Seems odd to me that people are getting caught up on the dual wielding bonus specifically. Personally I think either one would be fine... but I'm not sure I like the set up in general, what's wrong with shooting the pistol in melee exactly? I think I'd prefer it to alternate between them in melee, only shoot at range, dual-wield bonus in both cases (or switch the bonus to single-weapon at range but that just gets confusing...). 2
dunehunter Posted December 9, 2017 Posted December 9, 2017 Seems odd to me that people are getting caught up on the dual wielding bonus specifically. Because it's not sounds logical? Based on how it works now(u use sword in melee, pistol in range), you are only using one weapon at one time, you are not 'dual wielding'. 3
Dr. Hieronymous Alloy Posted December 9, 2017 Posted December 9, 2017 I don't mind shooting the pistol in melee but reloading it seems like an issue. 1
DCParry Posted December 9, 2017 Posted December 9, 2017 I don't mind shooting the pistol in melee but reloading it seems like an issue. Yes, giving one shot in melee is reasonable. It has been 20 years since I reloaded a flint-lock style pistol, and I doubt I could do it one handed while a crazy fish person was screaming and drooling on me. 2
mostundesired Posted December 9, 2017 Posted December 9, 2017 One thing that's minorly annoying, if we're going to talk about this, is measuring the distance I need to be for my character to decide to attack from melee or from range. 1
Roda Posted December 9, 2017 Author Posted December 9, 2017 I don't mind shooting the pistol in melee but reloading it seems like an issue. Yes, thats why I think one general or (maybe figther?) talent that grants a free shoot "even at melee" between "x" melee attacks if you have a blunderbuss or pistol equiped could be great. Or maybe replace a fighter subclass bonus as the one from black jacket. A pirate could be a concept example?
IndiraLightfoot Posted December 9, 2017 Posted December 9, 2017 (edited) Chalk me up for skipping the dual wield bonus altogether if things will remain the way Sking described 'em. Edited December 9, 2017 by IndiraLightfoot 1 *** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***
CENIC Posted December 9, 2017 Posted December 9, 2017 I was expecting to alternate between the two when dual wielding so I was disappointed. A rapier in one hand and a pistol in the other LOOKS rad, but how it works right now is not worth it at all. I have to manually move my character RIGHT NEXT TO the enemy to get her to use her rapier - and usually there's a delay while she reloads her pistol anyway! I got tired of it and just switched them to different weapon sets. It definitely needs to be reworked. Aloth massages his temples, shaking his head.
Dr. Hieronymous Alloy Posted December 9, 2017 Posted December 9, 2017 (edited) I was expecting to alternate between the two when dual wielding so I was disappointed. A rapier in one hand and a pistol in the other LOOKS rad, but how it works right now is not worth it at all. I have to manually move my character RIGHT NEXT TO the enemy to get her to use her rapier - and usually there's a delay while she reloads her pistol anyway! I got tired of it and just switched them to different weapon sets. It definitely needs to be reworked. you could theoretically make it a special Weapon Style, just for (one handed melee weapon) + pistol/blundy Edited December 9, 2017 by Dr. Hieronymous Alloy 1
mostundesired Posted December 9, 2017 Posted December 9, 2017 and usually there's a delay while she reloads her pistol anyway!Another annoyance. Especially with enemies that can teleport away. The character switches to pistol when I want them chase with melee instead.
SaruNi Posted December 9, 2017 Posted December 9, 2017 "Weird"? The whole thing is different from what we're accustomed to. Not using the pistol in melee is counterintuitive. The whole fantasy genre is weird AF (for that matter, technology, logic, and science are deeply weird to most people... if you mean "illogical" or "counterintuitive" or "ridiculous" or "different" you should just write that). The idea is that you're using a pistol while also holding a sword, or holding a pistol while using a sword, because you might rapidly transition from melee to ranged. If you're trying to shoot a pistol while simultaneously holding a sword, you're not just single-wielding, you're juggling two weapons at once and operating one of them with just a single hand (without the other hand to steady the pistol). So it makes about as much logical sense for the dual-wielding bonus to apply. From a strategy perspective, the dual-wielding bonus to action speed may be more useful than the single-wield accuracy bonus---at least it gives you more options. 2
Dr. Hieronymous Alloy Posted December 9, 2017 Posted December 9, 2017 (edited) Historically speaking, in the time period that this game is roughly set in, you wouldn't try to reload a pistol in combat -- they were considered one-shot deals, you'd fire them first then charge in with a sword afterwards. Period accounts of naval combat especially are full of "discharged my pistol, threw it aside, and charged with my sword" type stuff. If you were going to be reloading, you'd be in formation with muskets and bayonets. Thing is saying you couldn't reload guns and crossbows in melee would be a balance problem. Edited December 9, 2017 by Dr. Hieronymous Alloy 1
KDubya Posted December 10, 2017 Posted December 10, 2017 You do get a -10 deflection when holding an Arquebus, bow and crossbow when you are attacked in melee so they do sort of get that into the game. Why don't we have bayonets? You could be traditional and have your Arquebus become a spear or go Blade II and get slashing daggers attached to your pistols.
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