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Author Topic: dual wield  (Read 6226 times)

Imprezobus

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dual wield
« on: July 05, 2010, 12:28:41 pm »

hello!
most of the people in wasteland have two arms, but only those who use two-handed weapons make use of them.
I find that unfair, as something like weilding two guns at once isnt really strange thing.
Cooperation of both arms is harder than working with one, so it should need more skill (like -30(more?) to weapon skill while wielding two guns).
Current weapon changing system was made for F2, which was turn-based only game, animations of weapon changing during which AP doesnt regen is senseless - as we should have those 2 things ready to use anytime.
For now bigguners/snipers have slots for 4 hands in their EQ window, small gunners have slots only for 2.
My suggestion is to put 2x 2 slots, where you could place items, with two-handed stuff taking two slots there, and possibility to use both slots at once:
1 BG, 1 sniper, 2 smgs etc.
things which need discussion is should grenades count as 1 or 2 hand, because while you throw thing whole your body is working, so shooting from revolver while throwing should result in blowing off your feet :P
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gordulan

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Re: dual wield
« Reply #1 on: July 05, 2010, 12:36:29 pm »

would be awesome with a riot shield and .223 pistol, would kick ass and make a pistol viable in TC
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Sarakin

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Re: dual wield
« Reply #2 on: July 05, 2010, 05:17:40 pm »

Definitely yes, sort of JA2 style that I liked. But it will need a lot of work to be done.

Throwing should be considered as 2-handed weapon
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skejwen

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Re: dual wield
« Reply #3 on: July 05, 2010, 05:35:42 pm »

wait fr sdk and try to implement this by urself :)
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Imprezobus

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Re: dual wield
« Reply #4 on: July 05, 2010, 05:44:20 pm »

well, thats definietly a thing which would need 3d models, but if its possible to implement helmets, then weapons wont be much different
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Re: dual wield
« Reply #5 on: July 05, 2010, 06:27:28 pm »

Definitely yes, sort of JA2 style that I liked. But it will need a lot of work to be done.

Throwing should be considered as 2-handed weapon

It's not a basketball it's a grenade, you only use one hand to throw.
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Imprezobus

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Re: dual wield
« Reply #6 on: July 05, 2010, 06:54:54 pm »

well, i assume that you have some practice in it, because only thing bout throwing nades i know is what i see on Fallout animations, and there whole body is involved.
anyway throwing 2x grenades is impossible, throwing and shooting at once... maybe close distance, but imagine full-distance try :p
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Re: dual wield
« Reply #7 on: July 05, 2010, 11:30:26 pm »

How is one to aim effectively while dual-wielding?

2 SMGs, maybe, because then you are just spraying.
Aim should be way off in this case.
And you would need 12 AP to simulburst.

Thinking about it, it occurs to me that this would only have a use in RT or for assassinations.


« Last Edit: July 05, 2010, 11:32:00 pm by Swinglinered »
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Michaelh139

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Re: dual wield
« Reply #8 on: July 06, 2010, 01:01:39 am »

How is one to aim effectively while dual-wielding?

2 SMGs, maybe, because then you are just spraying.
Aim should be way off in this case.
And you would need 12 AP to simulburst.

Thinking about it, it occurs to me that this would only have a use in RT or for assassinations.



More like 10 AP but yeah agreed with everything else.
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Re: dual wield
« Reply #9 on: July 06, 2010, 04:08:38 am »

We've probably all played other role-playing games, both paper- and computer-based.  And the generally accepted balance for dual-wielding weapons is to basically balance then to have a higher attack rate, but a lower accuracy.  This works well in a system like Fallout's combat system, since accuracy is intimately tied to the amount of damage one does.  So yeah, you'll hit them more often... but the shots won't hurt as much.

In as much as this is true, making it take more AP to fire each gun would be a bad thing.  Really, if you have two of the same gun it would be just as good to make it take LESS AP to fire the weapon, and trading off animations of which gun you're firing each time.  With, of course, lower accuracy on each attack, since you can't hold the weapon as steady.

It would also be good if using two weapons automatically removed the "aimed shot" ability, but without giving the Fast Shot bonus automatically.

Two-handed burster builds with Bonus Rate of Fire, Bonus Ranged Damage, and Living Anatomy would become pretty sick... but honestly they should be.

And just in case anyone decides this really IS a good idea, let me be the first to say "ONE HANDED WEAPONS, ONLY!"
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Imprezobus

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Re: dual wield
« Reply #10 on: July 06, 2010, 08:58:20 am »


It would also be good if using two weapons automatically removed the "aimed shot" ability, but without giving the Fast Shot bonus automatically.


well, it is right that dualwielding makes aiming harder, but there are people who have such feeling of gun to do so. Maybe It would need such skill modificator, that you couldnt do it for more like... 15 hexes? (-120?)

 Those dualwield could be also made easier by making such weapon as "2x revolvers" (P90s, deagles,, plasma pistols etc, but not every 1handedgun). Yeah, it'd remove some of flexibility of chosing 2 different guns, but if we wont add "2x 10mm smg" to game this wouldnt turn that weapon into ultimate 1hex-ncr-assasination machine.
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Re: dual wield
« Reply #11 on: July 06, 2010, 09:18:08 am »

I think it should allow you to do to simultaneous shots to 2 targets for 5 ap (down to 3ap with brof/fastshot), in tb you can choose both targets and in rt both shots will hit the one target simultaneously. This will give pistols a needed boost and make them a more viable option and add depth to sg builds. Even with tandem burst smgs the total bullets is far less than the 40 the avenger has and it's limited range also dulls its edge and maintains balance.
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Archaeon_dude

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Re: dual wield
« Reply #12 on: July 08, 2010, 03:31:06 am »

I likey. But I dun agree with it costing the same or less AP. Yer doing a tad more complex action, not to mention, if I kept the possibility of making 4 burst each turn, only now with 2 guns, even the meatiest, hardest armored characters would become soup to my eyes. And my firing rate would make Big Guns characters lose all their self-esteem and go hide in their mom's basement. Shoob da whoop.
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Re: dual wield
« Reply #13 on: July 08, 2010, 03:46:35 am »

I think it should allow you to do to simultaneous shots to 2 targets for 5 ap (down to 3ap with brof/fastshot),

That's exactly why I suggested just having the guns take less AP to fire.  That way in turn based you can ALREADY shoot two targets "simultaneously"
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Archaeon_dude

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Re: dual wield
« Reply #14 on: July 08, 2010, 06:48:12 am »

WHOA WHOA WHOA. Wait a minute there. I was thinking only about shooting with two weapons at a time, to a single poor bastard. Ambidextrous shooting to different targets would be quite the thing to do! It should not be oversimplified, not the slightest bit.

Methinks the amount of AP that dual wield attacks should be a mix of the following factors:
- The AP consumption of each weapon and the kind of attack (single, burst).
- Either if there are one or two targets.
- The directions in which such targets are located.
- The distance at which the targets are.

That and the kind of build (FS and BROF dudes), skill level... stuff.
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